10+ Hybrid TH18 Baselinks for Unbeatable Legend Defense
ClashCodes provides you 10 powerful hybrid base layouts for TH18 that force time fails and keep destruction rate low.
These layouts work well against latest Legends meta attacks including Electro Dragons, Root Riders and Royal Champion.
Pick the best layout for you. Audio guide helps you choose best layout.
- Base 2 hides Town Hall with Invis Tower to break Dragon funnels.
- Base 3 has large deadzones around Town Hall to ruin RC pathing and waste ability.
- Base 7 combines Monolith, Revenge Tower and Invis to crush Root Riders before they reach core.
- Base 9 sets long range X-Bow with hidden Teslas at entry to fail Flame Flinger.
- Base 10 breaks clean funnels in Legends while keeping storages safer for Home Village defense.
🎧 Audio Tips: Select the Right Base
Base 1: Hybrid Core with Multi Gear Tower + Double Poison for CWL
Multi Gear Tower and Infernos control core while double Poison slows down troops that get near Town Hall.
Base 2: Invisible Town Hall + Raged Firespitters for Dragon Defense
Invisible Town Hall disrupts Dragon pathing, forcing them into raged Firespitters and X-Bow crossfire heroes.
SEE ALSO: TH18 Anti-Air War Bases  built to defend Dragons, Electro Dragons and LavaLoon attack strategies.
Base 3 : TH Large Deadzones Rage + Poison Combo For RC Defense
Large deadzones around Town Hall break Royal Champion paths and waste ability timing.
SEE ALSO: TH18 Anti-RC Walk Base List built to mess up funnels and reduce RC value in War, CWL and Legends.
Base 4: Triple Multi-Inferno Core with CC Defended by Heroes
Triple Inferno core melts stacked troops while Clan Castle troops and heroes together crush remaining troops.
SEE ALSO: Best TH18 Anti-3 War Base to defend meta armies to 1-star in Legends, CWL and Clan Wars.
Base 5: Legends Anti-Blimp Setup with Invisibility + Rage Towers
Invisibility tower hides the Town Hall, baiting blimps into traps and high damage zones.
SEE ALSO:  Meta Base Links (TH11–TH18) designed to break funnels, waste spells and keep attacks to low destruction.
Base 6: Hybrid Monolith Core with Full Hero TownHall Protection
Monolith core cause high damage on troops based on HP while heroes defend the Town Hall as enemies close in.
Base 7: Revenge Tower + Monolith + Inferno Core For Root Rider Defense
Monolith + Revenge Tower with Invis core crush Root Riders early before they reach Town Hall.
SEE ALSO: TH18 Root Rider Counter Layouts with Monolith + Inferno cores that melt RR pushes in Legends and CWL.
Base 8: Anti-Everything Legends Defense (6000+ Trophies, Hybrid)
Wide spacing and forced pathing break value chains from any attack style.
Troops split before the core, walk into heavy damage zones with heroes and end with only 1–2 stars in Legends.
SEE ALSO: Â TH18 Legend League War Bases with bait entries, waste hero abilities and force low percent destruction.
Base 9: Anti-Flame Flinger Design with High X-Bow Range
Long range X-Bows lock onto Flame Flinger the moment it enters range and then it goes down quickly.
Hidden Teslas pop up when Flame Flinger is placed damaging them and making enemy use more spells to defend it.
Base 10 : Unbeatable Hybrid Design for Legends or Home Village Defense
Performs well in Legends by forcing low destruction as attacks end near high damage core.
This base also protects loot in Home Village with well protected Gold, Elixir and Dark Elixir storages.
SEE ALSO: Top TH18 War, CWL & Legends Bases  to defend RC Walks, Root Riders, Dragons and Blimp attacks.
These TH18 designs mainly break funnels, bait Blimps into traps and shut down Flame Flinger setups before value is found.
Monolith core, raged Firespitters and Invis Towers will force early spells or hero ability while deadzones split troops and ruin pathing.
Pro tip: Bases are much easier to plan on desktop. Google Play Games on PC makes building and tweaking layouts smoother.
Frequently Asked Questions
They’re built to force time fails and keep destruction low. The designs break funnels, split troops with deadzones and bait Blimps/Flame Flingers into traps so most attacks end 1–2 stars.
They’re tested vs Legends meta stuff: Electro Dragons, Root Riders and Royal Champion walks. Pick layouts that directly counter what you’re seeing most in your logs.
Match the base to what’s hitting you: Dragons → Base 2, RC pathing → Base 3, Root Riders → Base 7, Blimp users → Base 5, Flame Flinger → Base 9. Don’t rotate blindly.
The Town Hall is invisible, so Dragons lose clean funnels and get forced into raged Firespitters with X-Bow crossfire. It messes up pathing and burns Warden ability early.
Big deadzones around the Town Hall break RC pathing and waste her ability timing. She walks into low-value space and goes down before getting real value.
The Invis Tower hides the Town Hall so Blimps fly into traps and high DPS zones. You’re basically baiting the Blimp into a kill box instead of free TH value.
Monolith + Revenge Tower with Invis core smashes Root Riders early, before they reach the core. It’s built to crush RR value fast and force panic spells.
Long-range X-Bows lock onto the Flame Flinger as soon as it’s placed. Hidden Teslas pop to chip it down, forcing extra spells just to keep it alive.









