TH17 anti everything bases are built for players who face multiple troops instead of same attack every defense. Root Riders and Throwers try to keep ground push moving together, RC Walk looks for valuable defenses before main army starts and Electro Dragons depend on chain damage and clean air defense. These layouts use different compartments, Spell Towers, traps and defense placement so one obvious entry does not work well against every base.
Against Root Riders and Throwers, dead zones and separated defense islands can divert troops toward different targets. Root Riders will move toward defenses on one side while Throwers and heroes follow another path, breaking push apart. Firespitters and Inferno Towers placed deeper inside the layout can then attack once troops move closer instead of being removed during the opening.
RC Walk needs clear route between defenses to remove enough of base before main attack begins. Split compartments can pull Royal Champion away from her planned path, while Hidden Teslas, Giant Bombs, defensive heroes and Multi Gear Tower can add damage along likely entries. If Royal Champion misses defenses she was meant to clear, rest of army enters with more of base defense still standing.
Electro Dragons cause lightning damage effect, so buildings are spread to reduce lightning chains between valuable defenses. Proper Angled Air Sweepers can push Electro Dragons and Balloons away from route chosen by attacker, while Seeking Air Mines cover likely air paths. Keeping Firespitters deeper in layout also gives them chance to attack Electro Dragons after Freeze spells have already been used elsewhere.
Spell Tower combinations change depending on what each layout is trying to defend. Rage Tower can boost Firespitters, Infernos, Scattershots, Monolith and defensive heroes during heavy push. Poison slows grouped troops and heroes moving through core, while Invisibility can hide Town Hall or nearby defenses and change troop targeting at critical moment.
Siege Machine entries also need coverage. Ground X-Bows, Hidden Teslas and edge defenses can target Flame Flingers before they clear an entire section for free, while Air Sweepers and traps can disrupt Battle Blimps trying to reach Town Hall or core directly.
Tap Select Base Type button to browse TH17 layouts for Anti Everything, War, Farming, Legend League, Anti 2 Star, Anti 3 Star, Anti Air, Hybrid, Progress and more. You can also sort layouts by Latest, Most Views or Rating to find newly added, popular and highly rated base designs.
No TH17 base can stop every army every time. The purpose of an anti everything layout is to avoid leaving one easy weakness that attackers can repeatedly use. If Root Riders get difficult path, RC Walk cannot clear planned defenses and Electro Dragons cannot find easy chain value, attackers have to change how they approach base instead of relying on same attack plan every time.
Looking for more specific Town Hall 17 defense ? Browse TH17 Anti Everything Base Links, try a TH17 Root Rider Defense Base, explore a TH17 Electro Dragon Counter Base, compare Top TH17 Base Links or browse all Clash of Clans Layouts.
Yes. Town Hall 17 anti everything layouts include direct copy links so you can set base in Clash of Clans.
These layouts are built for different TH17 attacks including Root Riders, Throwers, RC Walk, Electro Dragons and other ground, air, Dragon Duke and Siege Machine strategies.
No base can stop every attack every time. An anti everything layout is designed to avoid one obvious weakness by using different troop paths, Spell Towers, traps, air spacing and defensive coverage against several common attack styles.