Best TH15 anti-ground base designs for 2026. Monolith in the burrowing corridor, trap layers on Root Rider approach paths, and Scattershot cross-fire stop ground attacks cold.
At TH15, Root Rider plus Super Witch is the dominant ground attack strategy. The Monolith's percentage-based damage makes it the single best counter to Root Riders -- they cannot out-HP it regardless of level. A TH15 anti-ground base places the Monolith directly in the primary burrowing corridor to the Town Hall and backs it with layered traps that catch Root Riders at multiple surface points.
Root Riders burrow toward the nearest defense in a straight line. The primary burrowing corridor to your Town Hall is predictable -- it is the straightest path from the base perimeter to the TH. Place the Monolith in this corridor, one compartment ring outside the Town Hall. Root Riders surface inside the Monolith compartment and take percentage damage immediately. No HP level allows Root Riders to tank through a max-level Monolith efficiently, making this the single most impactful anti-ground placement at TH15.
Beyond the primary corridor, map two secondary burrowing paths and apply a three-layer trap system to each: Giant Bombs at 40% corridor depth catching early-surface Root Riders, Spring Traps at 65% depth disrupting formation after the first Giant Bomb trigger, and Skeleton Traps on ground mode at 85% depth providing final resistance. Root Rider stacks that survive the first layer face continued attrition through all three layers before engaging any defenses.
Scattershots positioned on the two flanks of the Monolith corridor fire splash on any Root Rider or Super Witch that bypasses the primary trap system. Single-mode Infernos flanking the Town Hall eliminate surviving Root Riders that reach the core. This three-defense stack -- Scattershot, Monolith, Inferno -- creates a consecutive kill zone that ground attacks must survive in sequence before the TH star is reachable.
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Why is the Monolith the best TH15 counter to Root Riders?
Percentage-based damage cannot be outscaled by HP. Root Riders cannot tank through a max-level Monolith regardless of their level or whether they are under a Rage Spell.
What is the three-layer trap system for Root Rider corridors?
Giant Bombs at 40% corridor depth, Spring Traps at 65% depth, and Skeleton Traps on ground mode at 85% depth. This layering eliminates Root Rider stacks through attrition before they reach core defenses.
How do Scattershots help anti-ground defense at TH15?
Scattershots on the flanks of the Monolith corridor fire splash on Root Riders and Super Witches that attempt to bypass the primary trap system from alternate approach angles.
Can Super Witch Blizzard bypass a TH15 anti-ground base?
With strong execution yes, but Scattershot cross-fire on Blizzard cluster zones, Skeleton Traps on ground mode, and single-mode Infernos make it very difficult to execute cleanly.
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