Town Hall 8 in the Clash Of Clans game can be said to be a fairly strong Village, has 4 Mortar as ground defense and 3 Air Defense as a significant air defense, just how you design the right defense composition. Creating a base design should not be viewed from the goodness of the look of a base formation, otherwise think about whether the arrangement effectively raises the Defense level. To maintain the Trophy in order to stay in a League here I provide the latest and best Clash Of Clans th8 trophy base formation that you should try because you may be overwhelmed to defend the Trophy.
Read also: 15 BEST COC TOWN HALL TH8 DEFENSE BASE DESIGNS 2017
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While you are busy looking for the best base and newest Town Hall 8, maybe a little information about this Air Defense can fill your time. Air Defense is a powerful second Defensive building with very high damage per second, a base able to survive against flying units with this defense building. Air Defense can only target and shoot one air force at a time.
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This can not harm ground-based units, or disrupt them in any way other than potentially diverting them to attack more valuable targets (eg Town Hall). Air Defense opened from Town Hall Level 4. Air Defense has excellent attack range and very high damage at every shot. As an opinion in the game, the best for their position is to get them to reach the widest possible area.
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One common strategy for Town Hall 7 and above is to set their position in the form of a triangle that extends or form a square if the fourth Air Defense is available at Town Hall. Hound Lava targets this defense building the first time, so make sure you defend it well with other defenses that can target air forces. Single target Inferno Tower is most effective if you have them.
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Otherwise, other defense points like Archer Tower and Hidden Tesla or 2 Air Mines are recommended. Air Defense is a major popular target for ground troops, as they are one of only 2 defensive structures that can not target ground troops (the other is Air Sweeper). Make sure they are well positioned, and they will help to keep your Town Hall from the tantrums of Balloon, Dragon, Healer, Lava Hound and Minion.
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If possible, keep your Air Defense behind the first line of another defense building (eg Cannon and Archer Tower), preferably with Walls in between. This will prevent a Giant or Golem attack quickly destroying Air Defense and allowing Healer to be used early in the battle. The longer the time it takes the Giants to destroy Air Defense, the more time your defense building to minimize their ranks before Healer can safely use the enemy.
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Air Defense is a common target to be attacked first, cleaning them will help pave the way for air attack strategies. Healer is very vulnerable to Air Defense, try to destroy this defense with the Giant before a major attack. They will be very easily destroyed by ground troops, because they can not resist. It is advisable to keep Balloon away from Air Defense, as they are able to partially destroy your Balloon with one or two hits from a great distance.
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Although Air Defense is quite effective against Dragon, it would still be very possible for Air Defense occupied with one or two Dragon for the Balloon fleet to quickly destroy most of the land of defense. A great way to flood Air Defense is to use a large mob of Minions because Air Defense can only target one air force during a battle. Placement of a good strategy for this defense is to place it near the Tower Wizard (which also includes Mortar and resource reservoir building, for maximum protection).
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While you are busy looking for the best base and newest Town Hall 8, maybe a little information about this Tower Wizard can fill your time. The Tower Wizard is a spiral, cone-shaped tower of stone crystals that stands the Wizard on it. This defense building is able to create strong area damage for both types of units both land and air, although within a range that is not as wide as the Air Defense range. The Tower Wizard excels in attacks that can strike all enemy troop groups much like Mortar.
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But the difference, Mortar has DPS (Damage Per Second) a relatively decent (make it more effective against troops with higher hitpoint such as Giant), and can target air units. The Tower Wizard also does not have a blind spot as it does with Mortar. Despite the mysterious explosion of the Wizard Tower did Damage Per Shot lower than Mortar, they have a high attack speed.
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This makes the Wizard Tower an excellent choice to maintain other defense structures by obliterating enemy forces that are too close. The only drawback seen in the Tower Wizard is the range, which is one of the lowest of all defensive structures. It was also the cause of the Wisard Tower quite difficult to destroy despite their short range of attack. This can be a better tactic to avoid them altogether by attacking parts of enemy bases that can not be reached by them.
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If you intend to immediately destroy the Tower Wizard, spread some Giant as a nuisance while Archer, Wizard or Minion you can destroy it. Put the troops in the attack circle as this will limit its ability to attack some troops with splash damage area. Posing 1 Giant and surrounding units and 5 Archers behind will generally be enough to destroy it.
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The excellent defensive strategy for Tower Wizard is to place it near your Town Hall because of splash damage to the Wizard Tower area and their attack speed is very good for this position. However, since it has a limited attack, sometimes the player is more desirable to place the Tower Wizard almost close to the base side. Deploying Tower Wizard next to your Storages is a good method to protect Storages against Goblin mobs with splash damage and fast attack speed.
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Tower and Mortar wizards can complement each other, because they can cover each other’s weaknesses. Example combination of Tower and Mortar Wizard: Mortar can reach a very large range so that attacking units will reduce the hitpoint, by the time they come to a shorter range, the Tower Wizard will help eliminate them. In exchange, Wizard Tower will defend Mortar by destroying units that Mortar can not attack (all units of air and ground units within a minimum distance Mortar or called a blind spot).
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Try placing the Tower Wizard close to Air Defense, with Air Bomb just in case of the Balloons attack. This trick works well against Balloonion strategy (Balloon and Minion). To maximize this strategy, place this defense combination close to another defense building that can attack air units like Archer Tower then put it close to Storage to protect them against attacks.
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For an attacking strategy, use some units to divert their attention (like Giant or barbarian) and destroy it with archers, minions, or troops that have other attack ranges. Fighting troops like Barbarian or Giant can destroy the Tower Wizard itself if there are enough of them, but because these troops must strike by touching the target physically, therefore to maximize the attacks you can group the Giant, Wizard Tower can usually destroy the whole group pretty quickly , So you also have to move faster.
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When deploying units, make sure that they will not get into the clumps when they come to the Tower Wizard (eg entering from a Gold container close to the Tower Wizard), you will lose a lot of time while the Wizard Tower will destroy your troop group very quickly. That’s what you can describe a little to take advantage of or to also apply in your Town Hall 8 base defense strategy.
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While you are busy looking for the best base and newest Town Hall 8, maybe a little information about this Air Sweeper can fill your time. Air Sweeper is a defensive building for enemy air units. Although these buildings do not offer any damage, but they are quite important in the base structure. Air Sweeper will push back the air forces backward, giving the other defenses more time to attack enemy forces. This defense building will not jeopardize ground-based units, or disrupt them in any way except potentially distract enemy troops targeting more valuable buildings (eg your Town Hall 8). Air Sweeper can only shoot air forces within a 120-degree radius, so be sure not to place it on the base of the base most likely to be attacked by enemy air forces. Level 6 Air Sweeper able to hold a group of Balloon for a very long time, and of course there is an important building in front of Air Sweeper.
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Use this fact to cover the base area you want especially to fight Balloon. Ensure that your base side is not reached by Air Sweeper that is highly defended by anti air unit defenses such as Air Defense and Archer Tower if possible. The player can choose not to attack from the side of the Air Sweeper range and attack from the opposite side, if the side is not reached by Air Sweeper that is heavily defended by other anti air unit defenses, the attack can be defeated quickly and this can lead to a defensive victory. Air Sweeper effectively makes Lava Pup or Minion to stay away, and is capable of causing large groups of enemy air forces to spread and not lead straight ahead. Air Sweeper is like a wall in the sky. They can withstand enemy forces (like what real walls do) and make them vulnerable to Air Bomb and Wizard Tower. For Town Hall 6-8 players, Air Sweeper can face in one direction and place air traps from the opposite base side.
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For Town Hall 9-11 players, Air Sweeper can be stacked to create one segment of the base of the nearly unassisted air force; Or both Air Sweepers can face different directions to offer a wider area of prevention of enemy units. When they are placed too close to each other will make them vulnerable to Lighning Spell. Air Sweeper can only reach a certain angle, so players can take advantage and attack buildings that are not reached by Air Sweeper.
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