10+ TH18 Anti Root Rider Base Links for War, CWL & Legends

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10+ TH18 Anti Root Rider Base Links for War, CWL & Legends
TH18 Root Rider defense bases for latest meta attacks in Clan War and Legends
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ClashCodes has 10+ Anti Root Rider for TH18 War defense to fail troop pathing they also reduce Electro, RC, Fireball destruction rates.

Some of them are built for anti-3 defense in war, some for Legends and others to defend RC walks or Blizzard value.

Select a base based on which troop or hero you want to defend against.

  • Base 2 relies on large dead zones and 2x Poison Towers to split Root Riders from their Healers.
  • Base 4 spreads defenses wide to limit Warden Fireball value so key targets can’t be hit together.
  • Base 6 reduces Electro Dragon chain value with spaced defenses.
  • Base 7 is built for anti RC walk with dead zones, split compartments.
  • Base 10 is a ranked mode layout used for war and Legend defense.

🎧 Useful Audio Tips: Pick the Right Layout

Base 1: Monolith Core with Poison + Rage vs Root Riders

Walls are layered to force Root Riders to retarget over and over again getting additional time for splash and Air Defenses to eliminate Healers. 

Use Rocket Loons in your Clan Castle to defend Queen walks early and slow down hybrid or ground attacks before they cause more destruction.

War base with Monolith core, layered walls to retarget Root Riders, Poison and Rage covering Town Hall Entry

SEE ALSO: 10+ Hybrid TH18 Legend Bases designed for time fails and low destruction vs E-Drags, Root Riders and RC.

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Base 2: Large Dead Zones with 2x Poison Towers for War Defense

This anti 3 base is designed to prevent triples in Clan Wars, forcing attackers into low percentage damage and making hard to score 3 stars.

Large dead zones inside the base lure Root Riders to the outside and split them from their support troops and Healers.

War layout with large dead zones and double Poison Towers splitting Root Riders from Healers

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Base 3: Central Monolith War Defense Layout

Town Hall is covered by Hero Bell, X-Bows and Fire Spitters so getting scoring 2-star isn’t easy as it seems. 

Royal Champion and Barbarian King are placed near Revenge Tower to lure Root Riders off their path and break funnels.

Central Monolith layout with Hero Bell and X-Bows protecting Town Hall, heroes near Revenge Tower

SEE ALSO: 10+ Anti-3 Star TH18 War Bases - Bomb Hive cores, Poison entries and spaced defenses to prevent triples.

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Base 4: Anti Fireball Layout with Wide Defense Spacing

Defenses are split into separate compartments so Warden Fireball attacks can’t hit multiple key targets at once.

Wide spaced defenses to reduce Warden Fireball value across key targets

SEE ALSO: 10+ TH18 Anti-2 Star Bases - defends Town Hall and force low percentage damage.

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Base 5: TH17 Hybrid War Base with Protected Core

Hybrid bases use multiple wall compartments to prevent Root Riders from scoring 3 stars and dead zones also reduce Electro chain value.

Poison Towers slow down Root Riders and force extra spells, while Scattershots and Monolith at core deal high HP based damage.

Hybrid layout with multiple compartments, dead zones and protected core with Monolith and Poison Towers

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Base 6: Anti Electro Layout to Reduce Chain Value

Rage Towers in the core increase damage inflicted from Infernos, Revenge Tower and Bomb Hive. 

For Clan Castle use 2 Super Minions with Lava Hound. LavaHound keeps heroes engaged while Super Minions deal massive damage from behind.

Layout with spread defenses to reduce Electro Dragon chain value and core Rage Tower boosting Infernos and Bomb Hive

SEE ALSO: 10+ TH18 Anti Air War Bases built to counter Dragons, Electro and LavaLoon attacks.

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Base 7: Anti RC Walk Design to Force Extra Spells

Large dead zones and split compartments make Royal Champion walk less effective and end it early with low percent damage. 

Anti RC Walk base forces Royal Champion into giant bombs, keeps defenses spread to reduce Electro Boot damage and makes funneling harder.

Anti Royal Champion walk design with dead zones, spaced defenses and traps near entry

SEE ALSO: 10+ TH18 Anti-RC Walk Layouts - reduce RC value and defend most attacks to 1-2 stars.

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Base 8: Balanced Anti Everything Core Design

Anti Everything TH18 bases combine ground and air defenses with right Spell Towers and pathing that disrupts attacks.

Balanced ground and air defense layout with well placed Spell Towers

SEE ALSO: 10+ Anti-Everything TH18 Bases balanced layouts to defend Ground, Air and Hybrid troops.

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Base 9: Legend League Layout Made for Time Fails

This base has been used in Legend League above 6000 trophies and has secured consistent defense wins. 

Town Hall outer walls is surrounded by multiple traps making it hard for Blizzard attacks to get full value.

Legend League layout with trap surronding Town Hall Walls and pathing built for time fails

SEE ALSO: 10+ Legend TH18 War Bases break funnels and effectively defend Root Rider and air attacks.

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Base 10: Home Village | Ranked Mode Battle Defense

These bases aren’t just for show they’ve been used in tournaments and Legends with high winning rates.

Ranked mode home village layout used in competitive wars and Legends

SEE ALSO: TH11-TH18 Meta Base Links solid war and ranked battle layouts focused on trap value and troop pathing.

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These layouts are designed to slow Root Riders, reduce Fireball and Electro value and make RC walks and Blizzard attacks harder to execute.

Layered walls, dead zones, split compartments and Monolith cores backed by Rage and Poison Towers force extra spells and break clean pathing.

Pick the one that counters what your clan keeps seeing in war, copy it and use it in your next matchup.

Pro tip: Plan your layout on desktop. It’s easier to see pathing, trap spots and compartment spacing on a bigger screen. 

If you haven’t tried it check Google Play Games on PC: building and adjusting layouts is smoother than on mobile.

Frequently Asked Questions

Pick based on what your clan keeps facing. If Root Riders are problem, Base 1 and Base 2 are built to split them from Healers and force retargets. If your issue is RC walks then use Base 7. Seeing Fireball spam ? Go with Base 4. Always counter meta you’re actually facing not what looks cool.

Base 2 is straight anti-3 war layout. Large dead zones and double Poison Towers pull Root Riders off support and force low percentage damage. It’s built to prevent clean triples not just defend the Town Hall.

Base 1 layers walls so Root Riders keep retargeting, getting extra time for splash and Air Defenses to eliminate Healers. Base 2 splits Root Riders from support using dead zones and Poison.

Base 4. It spreads key defenses into separate compartments so Fireball can’t get down multiple targets at once. That forces extra spells and kills the usual high value for Warden Fireball attacks.

Base 6 spaces defenses to reduce chain value and uses Rage Towers in the core to boost Infernos, Revenge Tower and Bomb Hive damage. Don’t stack defenses together if E-Drags are common in your league.

2x Super Minions with Lava Hound works well. Lava Hound engages with heroes while Super Minions deal heavy damage from behind. Rocket Loons also helps shut down early Queen walks and slow hybrid troops.

Base 9 is built for Legend League above 6000 trophies and designed for time fails. It surrounds Town Hall with traps to reduce Blizzard value and wastes time with awkward pathing. Base 10 is also used in ranked mode and tournaments so it’s solid for competitive defense.

Base 7 is built exactly for that. Large dead zones, split compartments and giant bombs force early ability and low percentage damage. It also spreads defenses to reduce Electro Boot value and make funneling harder.