Alright, so I finally hit Town Hall 8 in Clash of Clans. Felt pretty good, but then came the big job: setting up a decent base. It’s a bit of a jump from TH7, more walls, more defenses, gotta think harder.

First thing I did was dump all my gold and elixir into the new stuff. Got that extra Archer Tower, Wizard Tower, Air Defense, Tesla, and all those lovely new walls down. It felt a bit messy just placing them anywhere, so I knew I had to plan it out properly.
Figuring Out the Core
Okay, the most important thing at TH8? Dark Elixir. Gotta protect that stuff like crazy. Dragons are also a huge pain, so Air Defenses are super important too. And the Clan Castle, gotta have that central so troops can cover most of the base.
So, I decided the core of my base needed:
- Dark Elixir Storage
- Clan Castle
- Maybe one or two Air Defenses
I spent a good chunk of time just moving these buildings around in the editor. Wanted them right in the middle, surrounded by the first layer of walls. It’s tricky getting it tight but still allowing space for maybe some Teslas or traps later.
Layering the Defenses
Once the core felt okay, I started working outwards. The next layer was crucial. I put my Wizard Towers and Mortars here. Why? Splash damage. They need to cover those gold and elixir storages, which I decided to spread out a bit in this second layer. Didn’t want someone breaking into one compartment and getting everything.

I placed the remaining Air Defense here too, trying to make sure their ranges covered each other and protected a good chunk of the base from air attacks. Those dragons, man.
Then came the point defenses: Archer Towers and Cannons. I used these, along with the new walls, to create more compartments and fill the gaps. The idea was to make it annoying for attackers, force them to break through multiple walls. I tried to position Archer Towers so they could target air and ground units approaching key defenses.
Placing Traps and Other Buildings
Traps are fun. I started placing Spring Traps in likely paths for Giants, between defenses. Giant Bombs went in spots where I thought groups of Hog Riders or Giants might bunch up, maybe near Wizard Towers. Air Bombs and Seeking Air Mines got placed near Air Defenses to help deal with Balloons or Dragons.
The Hidden Teslas, I like putting them near storages or sometimes near the Town Hall if I decide to protect it more. They give a nice surprise burst of damage.
All the other buildings – Barracks, Collectors, Army Camps, Spell Factory, Lab – I used them as an outer ring. Basically, junk buildings to slow down attackers, make them walk further, and hopefully run out of time or get picked off by defenses before they reach the important stuff. Putting the Town Hall outside was something I considered for farming, making it easy for shield gain, but for war, it definitely needs more protection.

Upgrades and Tweaks
Building the layout is one thing, upgrading is another grind. My priority was getting the Lab upgraded first to work on troop levels. Then Clan Castle for more troop space. After that, I focused hard on getting those Air Defenses upgraded, followed by Wizard Towers and Mortars. Walls… well, walls are always the long game, dumping spare gold whenever I could.
I didn’t get the layout perfect the first time. Watched a few replays of attacks, saw where things went wrong. Maybe a funnel wasn’t working, or a certain defense was too exposed. So, I went back into the editor, shifted a wall here, moved a trap there. It’s a constant process of tweaking.
It took a few sessions of moving stuff around, upgrading, and seeing how it held up, but eventually, I got a setup I was reasonably happy with for Town Hall 8. It wasn’t invincible, no base is, but it felt solid and protected the important bits reasonably well. That’s the process, really – build, test, tweak, repeat.