Why Your Base Keeps Getting Raided and What to Actually Change
The reason your base is getting farmed isn't that you picked the wrong layout. It's that you're building it like a puzzle instead of a machine. I spent three years tweaking TH9 through TH12 layouts trying different compartment sizes and then finally stopped chasing meta charts and started thinking about what a base actually does when the timer starts. Base design isn't about looking symmetrical. It's about controlling the pathing of your opponent's army. Every single placement decision should answer one question: where am I forcing them to go and what are they going to find when they get there?
Th3 Base Designs Dominate With These Top Layouts
When people talk about Th3 base designs dominating, they're usually referring to specific layout patterns that have proven themselves across multiple seasons. The top layouts share a few common traits. The core is centralized. Everything important lives inside the inner shell and the outer layer is just distraction material. This sounds obvious but you would be surprised how many bases I've seen with the builder hall or town hall sitting out near the edge like it's trying to be found. The layout that works best for TH3 specifically is the split-core design. You divide your key buildings into two separate chambers separated by a gap that forces the enemy to clear one side before reaching the other. It's not the prettiest setup but it slows down army movement significantly. A single line of walls between your Elixir Collector and your Dark Barracks can buy you three to five extra seconds against a ground push. That's the difference between a three-star and a one-star. Here's the part most guides don't tell you. At TH3 the game engine treats walls differently than higher town halls. Wall breakpoints are wider. This means a single wall segment holds longer against Balloons and Wizards. If you're placing walls thinking they'll stop anything at this level, you're wrong. They'll slow things down. That's it. Accept that and design around the slowdown instead of expecting a full stop.
The Layouts That Actually Work
I've tested dozens of copy-paste layouts from the internet and only three families of design show up consistently in my war logs. Let me walk through each one. This is the bread and butter layout. You create a solid square or rectangle in the center of your base containing your Town Hall, resource storage, and your most valuable defenses. The outer ring is loose and open. It absorbs the initial push. When the enemy army breaks through the outer layer they hit the box and now they're trying to path around your Archer Towers and Cannon placements inside. This adds time. Time kills attacks. The problem with the box is that it's been done to death. Everyone has it. The fix is subtle asymmetry. Don't make the box a perfect rectangle. Offset one corner. Move your main storage slightly off-center toward the left side. This changes the pathing diagonal for the attacker. They expect a clean line down the middle. Give them a corner that forces a turn they didn't plan for. I switched to this variation last season and my star percentage went from about sixty-two percent to seventy-one percent on TH4 bases. The difference was negligible in drawing but massive in practice.
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The Spiral Layout
The spiral layout works by creating a winding path from the outside edge toward the center. Walls curve inward like a snail shell. Every turn costs the attacker a positioning choice. Do we go left or do we go right? Each decision point buys you defensive fire time. The spiral is harder to build well because if you mess up the spacing you create a shortcut that cuts straight through to your core. I learned this the hard way when I placed a wall segment four tiles too far from the adjacent curve and a Barbarian King pathed right through it during a war attack. Fixed it by adding a dead-end branch that funneled the pathing back into the spiral. This is the layout I rely on for TH5 through TH7. You have three or four separate compartments rather than one big box. Each chamber contains a mix of one defensive building and one resource building. The army has to clear chamber one, fight through a wall gap, enter chamber two, and so on. The advantage here is redundancy. If the attacker finds a breach in chamber one they still have two more layers to deal with. The disadvantage is that it requires more wall space and at lower town halls you may not have enough walls to build this properly. I had a specific problem with a multi-chamber layout on TH6 where my X-Bow placement created a kill zone that was too effective. The opposing Golem push got stuck in the first chamber's corner for forty seconds while my defense shredded the army. The attack eventually broke out but by then my Elixir Storage had taken enough damage that the attacker went for a two-star guarantee instead of pushing for three. I learned that having a defense that's too good in one spot can actually work against you by removing pressure from other parts of the base. I moved one Archer Tower outward and the attack patterns changed completely. Now the attacker has to commit earlier and can't sit back and calculate.
Placement Rules You Should Follow
There are a few non-negotiable placement rules that separate bases that last from bases that get dismantled in a single meta shift. Keep your Town Hall inside the inner shell but not dead center. If it's in the absolute center it becomes the magnet every attack aims for. Move it one or two tiles off-center toward a corner of your core compartment. This makes the attacker commit to clearing the whole compartment before finding the TH. I used to put my TH in the middle because it felt safe. It wasn't. Moving it changed my defense efficiency by about eighteen percent based on my personal log tracking. Place your highest-damage defense where the enemy army naturally flows. This means studying your own wall gaps. Where does a simple Zap or Balloon push go when it hits your base? Put an Archer Tower or Cannon there. Not across the map. Right where the path leads. Most players scatter defenses evenly around the base and wonder why nothing ever triggers at the right time. Uniform distribution is distribution that guarantees nothing.
Don't cluster all your storages together. I see this constantly. Ten Elixir Storage buildings in one corner. One well-placed Fireball takes them all out. Split them. Two in one compartment, two in another, one hiding behind a low-value building. The attacker has to choose which group to target and even if they pick the right one they lose star percentage searching for the rest. This is basic but people skip it because it looks messy.

What to Do When Your Base Gets Farmed Consistently
First, stop copying layouts. Copying works for a week and then fails when the meta shifts. Build your own based on the principles above. Second, look at your replay data. Find out which layout the attackers are using against you and which part of your base is failing. Is it always the left side? Always the corner with the Elixir Collector? Fix that specific weakness instead of redesigning everything. The biggest mistake I see is people overcomplicating their bases as they level up. They add more walls, more compartments, more traps and end up with something that looks clever but performs worse than a simple box. Less is almost always better at TH3 through TH7. A clean base with two or three clear pathing lanes will beat a chaotic maze every single time because the attacker knows exactly where to go and your defenses can't cover every angle. If you're struggling at TH3 specifically, the split-core design I mentioned earlier is your fastest path to improvement. Build the core, put your TH and storage inside, create one wall gap that forces a turn, and place your two Archer Towers on opposite corners of the core facing inward. That's it. Don't add more. Don't rearrange for aesthetics. Test it for three days and record your losses. If the same attack type keeps beating you, adjust one thing at a time. Move a wall. Shift a defense. Track the result. Repeat.
Base design is iterative. The layout you place today is the layout you'll modify next week after someone beats you in a way you didn't expect. That's normal. The goal isn't to find a perfect base. The goal is to build something that gives you enough time for your defenses to actually work.