Hill of Himring – New Anti-3 Star Base for Town Hall 9

Hello guys today I am going to introduce to you a brand-new Town Hall 9 Anti-3 Star Base Layout. I tested this layout in 2 Clan Wars and the results were very impressive (I will show you the defense logs at the end of this page). Okay, without any further detail, let’s take a look at the main post!

hill-himring-new-base

Hill of Himring Base for Town Hall 9

Created and shared by Jag00.

Features:

Clan Castle Location:

The Clan Castle is used to protect Queen’s Island, the arena which usually is approached by attackers at the beginning of the raid. I strongly recommend using the combination of Goblins, Minions, Valkyries and Baby Dragon to defend while using this layout. This combo can ruins loads of attacks coming from the South. This will force the attacker to use lots of cautions and spells to get inside and sustain heavy losses at the very beginning!

Anti-Funnel Deadzone

The dead space behind the Archer Queen in the adjacent compartments is deadly! Being paired with dense normal buildings nearby makes it extremely difficult for the attackers to funnel troops into the core, from the bottom. Because there is literally nothing to target,  troops will be redirected towards outside. This is also very helpful at separating Golems, Giants from Bowlers and Heroes). Troops walking around the base = failed raid!

Compartments

This base has so many compartments, up to 12! These compartments ensure slow progress and high damage throughout the base. Attackers have to spend either lots of time or Spells to break into the core. Even If the attack makes it to the cleanup stage, wasting time on breaking Walls still makes it very hard to achieve the last star!

Layered point defenses

In this base layout, 10 of the 12 compartments contain well spread point defenses. This effectively creates layers of defense which leave troops such as Valkyries exposed to heavy point defense most of the time. They can also easily cripple Surgical Hog Riders. In addition, only 6 point defensive buildings can be taken down by Queen Walk, this lessens her value and puts her under a huge pressure from inner defensive buildings.

The Central Killzone

A Giant Bomb is located here and coupled with 2 Hidden Teslas to form the unexpected DPS. It’s hard for the Kill Squad to trigger the Dead Zone as stated above. Unless the Hog Riders are pre-Healed, they will get killed immediately. Healing Spells are needed If attackers want to let his Valkyries get into this arena.

The North Killzone

This is another major feature of this base. Wizard Tower + Giant Bomb is a basic but very effective combination. If the Kill Squad triggers this compartment, the attacker will usually have to drop down a Healing Spell there. This makes the Healing Spell be useless outside of its own. It will be even worse If your opponent use Hogs because they will have a hard time to deal with the unexpected Central Killzone.

The East Killzone

2 Wizard Towers, 2 Air Bombs and the Giant Bomb nearby render this compartment very nasty for any backend squads. Attackers will be forced to use the Healing Spell between the X-Bow and Wizard Towers.

Spring Traps

Spring Traps are well placed to deal with Hog Riders, Valkyries, Giants and other ones.

Defense Logs

Of course this base still needs lots of more improvements! Please help the author test it and improve it, my friends :D.

Shared by Jag00.

23 COMMENTS

  1. This base was tested in 2 clan wars, and you’re putting it here?
    First of all, we have to acknowledge the fact that base came from the supercell forums, so why not give credit and a link?
    http://forum.supercell.net/showthread.php/1218735-Hill-of-Himring-Anti-3-Warbase

    And second, instead of putting TH9 layouts which have been tested twice, why not put some TH7 and TH8 base builds found on the forums?
    http://forum.supercell.net/showthread.php/1228514-The-Joker%C2%99-TH8-High-DE-Protection-Farming-Base%28Anti-Giant-Anti-AQ%29
    http://forum.supercell.net/showthread.php/1215025-Overgrown-experimental-war-base-for-max-TH8
    http://forum.supercell.net/showthread.php/993098-%C2%95-Rorke-s-Drift-%C2%95-TH8-Anti-3-War-Base-%C2%95
    http://forum.supercell.net/showthread.php/1200059-Be-Squared-A-DE-Protection-Base

    And please implement these; don’t say thank you and leave it at that

    • Unless you are in a beginner war clan and you are like the only 1 or 2 TH 9s, helping out for the low levels, these bases are needed so the enemy must cleanup (3 star base) and waste attacks that could be used on top levels. Hardcore bases have their purposes.

  2. Unfortunately those “not-centered-TH”-Bases are not suitable for maxed out TH9 players. Any weaker TH9 player can easily gain 2 Stars on your base. Stronger enemy players can save their attacks and maybe win (2 times) 3 stars at your weaker clan mates bases.
    I’m still looking for a good base with unlurable cc for late TH9 players.

  3. I havent seen this base as of yet however, if it was me attacking I would do this:
    use-2 lvl 4 Golems, 14 lvl 4 Valks, 10 lvl 5 wizards, 4 lvl 5 WB’s, CC- 1 lv 5 peeka and 1 max wizard.
    I would attack from the bottom, There are several weak points going in from this direction.
    Base gives up way to much, easily lured CC, exposed TH, and it would be easy to get to the center and work your way out while your CC troops mop up the outside. I really dont get WHY 3 of the mortars are outside…easy pickings

  4. Will Potter,
    I have been following this web site for a very long time and have never contributed. This is a clearly superior clash site. I really appreciate all the work you put into this site. This base, we made a few minor updates and it is working great, TH 10 are not getting 3 stars. The only changes we made is changing the mortars with the builder huts and the north most cannon with the dark spell factory. Great base design!!! Please keep them coming.

  5. Made a TH 8 version hehe. Works out Properly, replace bomb tower with left x-bow, air defense right next to bomb tower in left-bottom compartment. 5 minions 5 archers baby drag in castle. Work pretty well (luck?) against mass drag because the king distracts dragons of the top-right air defense. Mortar placed on bottom dead zone left-ish side to prevent and loons from getting to that “exposed” (near bomb tower) air defense. One got close 91% one star. Another 73% 2 star. Eventually #6 TH 9 (I’m #12 :D) 3 starred me with 2 zap quake combos 🙁 I saved walls by not separating the top two compartments, and made the right 3 into 2 compartments. I may post the TH 8 version here (with Bomb Tower) I also suggest that all recent bases be updated with the new balances and Bomb Tower. The TH 9 version risks the archer queen, maybe fix that? Castle is already enough. Hope this helps!

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