10+ TH18 Anti-RC Walk Layouts to Defend Latest Meta
ClashCodes provides 10 TH18 anti RC bases that disrupt funnels and force bad pathing for ground, air and hybrid attacks.
You get war, CWL and Legends designs that counter RC, Root Riders, Electro Dragons and Meteor Golem pathing.
Each base uses an effective mix of Rage, Poison or Invis Tower and deadzones for strong defense against Royal Champion.
- Base 2 : Double Rage boosts Firespitters, Infernos, X-Bows to make RC use early ability.
- Base 4: Deadzones near inferno force Electro Dragons to retarget and waste time.
- Base 6: Split Monolith and Inferno islands force long RC paths.
- Base 7: Baited TH entry burns heroes with raged Scattershots and X-Bows.
- Base 10: Breaks Meteor Golem pathing and forces wide RC turns.
🎧 Audio Tips: Select the Right Base
Base 1 : Raged Town Hall & Infernos Melt Troops from All Angles
Large deadzones around Infernos force longer RC paths and waste ability value. Poison Tower between Scattershots and X-Bows slows RC walks.
Base 2 : Double Rage Towers Shut Down RC Walks (War Plan)
Rage Towers boost Firespitters, Infernos, X-Bows and Air Defense. Revenge Tower placed in the core gets boosted as buildings fall.
SEE ALSO: Pro TH18 base links tested in top clans for War, CWL and Legends defense.
Base 3 : RC Walk Defense: 2x Invis + Deadzones
Large deadzones surround core with Infernos, Revenge Tower and Bomb Hive under Invisibility.Â
Monolith and Clan Castle troops deal heavy damage to eliminate heroes before they reach Town Hall.
Base 4 : Monolith, Revenge Tower & Inferno Islands (Legend)
Monolith is placed in separate compartment surrounded by Bomb Hive, Scattershots for max RC defense.
Inferno islands with deadzones force troops like Electro Dragons to retarget and move to other defenses.
SEE ALSO:Â TH18 anti 3 star war bases with Bomb Hive cores and Inferno islands.
Base 5 : Dual Poison Bomb Hive Hybrid Core to Defend RC
This base provides strong defense against Hybrid attacks and RC walks with dual Poison Towers.
Heroes are placed near Revenge Tower with a Multi Gear Tower for strong defense against enemy heroes.
Base 6 : Unbeatable CWL Design for Royal Champion Defense
Monolith is placed at core, surrounded by deadzones for high damage without easy targeting.
Invis Tower hides TH to force RC and heroes to retarget. Poison Tower between Firespitters slows troops and RC on entry.
SEE ALSO: Top TH18 bases for War, CWL and Legends with proven anti 2 and anti 3 star defense.
Base 7 : Baited Town Hall Entry Forces Troops into Bad Pathing
Troops and heroes entering from Town Hall side take heavy damage from raged Scattershots and X-Bows.
Heroes will defend Firespitters from enemy heroes and troops to reduce 3 star chances.
Base 8 : Proven 6000+ Legends Defense with Dual Rage Towers
Rage Towers are placed near entry points to deal heavy damage to heroes that start from this side.
Bomb Hive is placed between the Monolith and Revenge Tower with large deadzones to divert troops away.
SEE ALSO: TH18 anti everything bases that break funnels and force bad pathing.
Base 9 : Rage + Poison TH Core Deadzones Force Troops Around
Rage Towers boost infernos, Poison Towers slow troops and heroes and Builder Huts heal all of them near.
SEE ALSO:Â TH18 anti air war bases vs Dragons, Electros and LavaLoons with Town Hall deadzones.
Base 10 : Legend Defense: Root Riders + RC Counter
It works well in Legends. This layout makes Meteor Golem pathing into the core difficult. Wall segments force RC to take wider turns and lose value.
SEE ALSO: TH18 Legend bases for War defense that break funnels and waste hero value.
These TH18 bases reduce hero (RC) value and force bad pathing with frequent funnel fails.
Deadzones and Monolith Along with right combination of Spell Towers end most attacks to 1 or 2 stars.
Top YouTubers like Itzu, Sir Moose Gaming and CarbonFin Gaming share proven TH18 strategies to beat max bases.
Pro tip: Base planning is easier on desktop. Play Clash of Clans on PC via Google Play Games for better experience.
Frequently Asked Questions
Reduce RC value, force bad pathing and cause funnel fails. Deadzones, Monolith and Spell Towers aim to cap attacks at 1 or 2 stars.
They counter RC walks, Root Riders, Electro Dragons and Meteor Golem pathing. Pick one based on what you face most in your league.
Right combination of Rage, Poison or Invis Towers + large deadzones. That combo slows the RC, forces retargets and burns ability early.
Double Rage boosts Firespitters, Infernos, X-Bows. This can force Royal Champion to pop ability early and lose value.
Double Invis hides the core with Infernos, Revenge Tower and Bomb Hive. Monolith and CC troops focus heroes and eliminates them before they reach Town Hall.
Inferno islands with deadzones force E-Drags to retarget and waste time. Monolith placed in separate compartment with Bomb Hive and Scattershots for max RC defense.
Rage boosts Infernos, Poison slows troops and heroes and Builder Huts heal defenses near the TH core. The deadzones make troops walk around instead of going for TH.
Wall segments force wider RC turns and reduce value. This layout makes Meteor Golem pathing into the core hard.









