Castle Clash Base Design

Base Design in Castle Clash

There are many base design approaches for the Clash, but in general experienced players agree on these things:

  1. Getting raided a lot sucks, and you lose up to 25% of your gold and mana each time (but you don’t lose 100%, even if they wipe your base 100%).¬†It is a fact of life, though, and if you have a weak base design, you get raided a lot in Castle Clash.
  2. A strong base is good for the “Here Be Monsters” (HBM) minigame, which is a GREAT way to earn shards (for buying heroes and donating to GrayThieves ha ha) and XP for your heroes. You earn about 3x the XP from a HBM round than from a raid on another player.
  3. Be smart about upgrading your base because the higher your might, the nastier the players who come to raid you (and also when you go raiding, those targets are stronger too).
  4. Base design changes as you grow in strength and add towers and walls. Pepsi shared this link to a thread at the IGG forums where they talk about the best base design for every stage, based on your town hall level. I think there’s some chest-thumping to be wary of, but still, very very useful.
  5. Your heroes¬†don’t need to be alive for HBM. If they’re dead from raiding or dungeons, just fire up HBM and they’ll come to life again for defense. Nice.

Other Base Design/HBM Notes

Try staffing your base with low-level troops (guardian, hunter, pyromancer) instead of your usual troops. If you can get away with it, this will make it a lot quicker to attempt several sequential rounds of Here Be Monsters. Great trick I learned from Pepsicolla.

XP from Here Be Monsters gets split between all active heroes, even those in the towers. If you can survive with fewer heroes in the towers, great. Capped heroes (ones that don’t level up because you’re short on HBs to upgrade them) do not earn XP from HBM.

After each wave of Here Be Monsters, you randomly earn either gold, mana, or XP. If you fail, you still keep the previous waves’ earnings. You fail when the attackers destroy your base 100%.

Base Design for Here Be Monsters

Here’s Pepsicolla’s unorthodox setup, which he copied from another player. This is a smart setup because it exploits the AI’s inability to change a target once it’s been picked. Once the attacker burns past the outer ring of buildings, which are simply bait, the attacking troops pick the nearest remaining target, which is a tower. Then they charge that tower, ignoring the heroes at the center!

Click to enlarge


This design DOES put your gold vaults out on the edge, which I’m a little wary of (even if they are right by army bases). I might try a variation of this with my vaults in the middle.

2nd Base Design for Here Be Monsters

Here’s SandSeven7’s newest base design. Like Pepsi, he’s all over HBM and doesn’t care about raids anymore. Why? Listen carefully to how much XP he’s earned from this one HBM run.

3rd Base Design for Here Be Monsters

After experimenting with the Diamonds of Doom and some SandSeven7 base designs, I’m now using the Caixa modified deathbox. Again, Castle Clash base design varies greatly depending on the level of your buildings and heroes. Check the IGG base design thread mentioned in #4 above to figure out what works for you…!


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  1. Thanks a lot man! Great ideas and advice! I’m at 9000 might and kinda stuck because people raiding my base easy and only can make it too level C wave but helped a lot! Thanks again! Keep posting more great advice!!

  2. Glad it was helpful! :) To discourage raiders, you can also try spending all your gold before you quit. This might take some planning if your builders are always busy, but people rarely attack if you have less than 100,000 gold.

  3. I like design 1, purely because I attacked someone with design 2 and if you have a thunder god and a druid you can basically take out all the hero’s with his attack before getting close with just those 2, but still a good idea

  4. You said HBM is great for experience (I agree not trying to start a war xD)
    However recently I noticed that my hero doesn’t gain the entirety of the experience reward … (i only leave 1 hero out of the 5 so in theory that 1 hero should get all the experience)
    Was there a fix? or something

  5. example case:
    reward exp: 4k
    hero actually gain less or about than 500 (have to guess but hero didn’t level up so has to be less than 750)

  6. Are you sure there were no heroes garrisoned in your towers. They too take up experience.

  7. I actually do get the same trouble as Game Writer Guy.
    It’s acually weird cause as soon as i realized it, the time i was spendin on CC went down lol… Hope they find a fix quickly

  8. Does the xp get shared on all the heroes included those who cant level further, both in hero base and garrison? I know they dont get any xp, but is the xp still splitted?

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