Town Hall 9 Anti-3 Custom War Base

Hey guys, today It’s jonrdavies here and today I am very glad to introduce to you guys this new stunning Town Hall 9 Clan War Base which was designed by me!

Last year, I tried lots of popular Town Hall 9 War Bases but after months, I found that none of them worked reliablely. So, I decided to design my own one a few months ago and after learning/researching a lot about designing Clash of Clans bases, here it is, my well tweaked Clan War base for Town Hall 9, the Snow Fort.

I strongly believe that all Town Hall 9 base designs can be 3 starred, no matter how good they are, especially those which are not fully upgraded.  So, don’t be upset If you get 3 starred while using this layout. Take a look at your opponent troops and his strategy before posting a negative review here.

Okay so this is our base:

Town Hall 9 Anti-3 Custom War Base

How this Town Hall 9 Base works

Open Core

This is one of the most outstanding features of this layout. It allows you to control the flow of enemy troops when they come through the base. By understanding the predictive pathings, we can easily concentrate high DPS defensive buildings along the pathings where opponent troops will always travel through. This will also create a higher chance that the attacking troops will trigger all traps nearby. If your traps can’t be triggered after some raids, it’s such a big flaw which need to be fixed.


First, let’s talk about our traps!


Tesla Farm is one of my favorite defensive features because it can deal enough damage per second to kill Hog Rider even while they are being healed. All 4 Teslas are placed close enough so they can easily hit the same target, but, they are also well placed in three separate compartments, this makes it very hard for the attacker to take down them all simultaneously.

Small Bombs are well placed outside the Walls, where attackers usually attempt the breach. Small Bombs are placed next to the Town Hall and Archer Queen Island compartment. They can easily get triggered by Wall Breakers and always have enough time to detonate and take out those Wall Breakers before they destroy your walls. This can easily ruin attacks ’cause attackers will waste lots of troops just to open an compartment. We all hate Wall Breaker fails.

Giant Bombs are well placed inside the core. They are nearly can’t be triggered by the Kill Squad. During my tests, most Hog Rider attacks are failed because of the core Double Giant Bomb. You can easily take a look at some defense logs below to see how effective it is. This is a nice add to the kill box, not only against Hog Riders but also Valkyries and P.E.K.K.A. I just can’t find any better spot in this base to place them in.

Honestly, in this layout, Spring Traps are tweaked in order to deal with Valkyries rather than Hog Riders, since the Double Giant Bomb spots are very effective against Hogs. But, yes, they definitely work well in order to finish off Hog Riders.

Point Defense Distribution and Compartment Spacing are other great features of this base. The outer compartments have more than 7 tiles between walls so we can easily mix point defense with other ones. Setting up defenses like this discourages Surgical Hogs and Queen Walk. Point defenses placed along the outer walls make this base susceptible to these attacks. Queen Walk requires lots of time to scout and this base makes it harder for the attackers to choose the right side to attack.

The Archer Queen’s Island


It is extremely hard to break into this compartment with SOME Wall Breakers. It is also very hard to target her outside the walls unless they get inside this compartment. Air Defense, Archer Tower, X-Bow and the Tesla nearby provide the Queen a great support, and also the kill box in the core.

Unlurable Clan Castle

This will force the attackers to use mere troops to mitigate the Clan troops If they don’t scout properly before raiding, or, force them to launch the main Kill Squad when they are not ready.

While using this base, I have found some great defensive Clan troop combinations working very well with it and you should definitely give them a try!

  1. Witch + 2 Valkyries + Minion: This combination is very strong against Ground attacks.
  2. Witch + Valkyrie + Wizard + 2 Minions + 2 Archers = more balanced one, great against Ground.
  3. Dragon + Balloon + Wizard + Archer.


Defense Logs

Here are some decent defense logs I got while testing this base against various attacks:

Okay guys hopefully you have enjoyed this base!

The main page of this base layout can be found at here.

Don’t forget to share this stunning base with your friends If you like it! xD Clash on!


  1. A few observations, though I’m not a expert on base building.
    A single jump spell would open up all but two compartments.
    An old fashioned Shattered GoLaLoon would easily take out cc/queen and two AD.
    DGB location in the NW compartment is very predictable. While the other one isn’t as easy to spot the troop pathing would avoid setting both off simultaneously, and since the attacker would most likely predict testlas in that location anyway I’m guessing more often than not a heal spell will already be down.
    I haven’t really kept up with the latest developments, but I’ve always been told stick to 9+ compartments.

  2. This base looks very solid. I will let my clan mates know about it so they can try it out. I moved to TH10 recently and I miss being TH9.

    Now shamelss self advertisement 😀
    I have been working on for quite some time. The goal was to build a tool to manage my clan so I know who is active and who has done how well over the time. So, I wrote a website to do that. In the site you can search clans by war win percentage or war wins (a feature not available in the game). You can also monitor your clan to see stats of people over time, like how much each member of your clan donated at which time. It is useful to find inactive members. Please check it out and do provide me feedback. Thanks a lot!

  3. This is a rewrite of my base in the clash forums. I did not post this here, someone is posing as me. I recommend anyone interested in following the development of the base follow the main listing over at the clash forums.

  4. I think this base is vulnerable to air attacks if the SOURTHERN air defences are destroyed by double lighting + quake. The NORHTERN air defences then can be easily destroyed with drags and such

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