Root Rider unlocks at TH15 and defines the attack meta here. This guide covers how to build and find TH15 bases that slow burrowing armies with proper trap placement.
Root Rider changed Clash of Clans base design when it arrived at TH15. Every Town Hall below TH15 has a defined set of attack strategies — GoHog, Electro Dragon spam, Yeti-Smash — that walls and compartments can meaningfully slow down. Root Rider bypasses that logic entirely: it burrows underground, surfaces directly next to a defense, and deals damage before any surface-level trap can trigger. At TH15, defending against it isn't optional — it's the primary base design challenge.
Root Rider enters the ground at the base edge and travels underground to the nearest defense, surfacing adjacent to it. Wall layers provide zero protection against the underground path. The defenses it prioritizes — usually the Monolith, Scattershots, or the Town Hall — are exactly the ones you most need to protect. The only meaningful counters are traps placed on the underground travel path (Giant Bombs, Multi Bombs) and defenses that deal splash damage when it surfaces (X-Bow, Scattershot).
The most effective Giant Bomb placements are along the straight-line path between the base edge and your most valuable defenses — Monolith, Scattershots, and Town Hall. Root Rider tends to travel in relatively direct lines underground, so placing Giant Bomb pairs perpendicular to those paths creates a damage corridor it's likely to surface into. A single Giant Bomb won't stop a Root Rider, but a cluster of two or three can reduce it to low health before it surfaces, making it vulnerable to the first defense it reaches.
The compartment structure of an anti-Root Rider base differs from a standard war base. You want the Monolith surrounded by a dense cluster of trap-heavy compartments that Root Riders must cross — not necessarily walls that stop them, but trap corridors that damage them repeatedly before they reach the core. Multi Bombs placed in the compartments nearest the Monolith catch Root Riders that survive the initial bomb clusters and surface inside the inner ring.
Browse the TH15 anti-ground collection for layouts built specifically around Root Rider trap placement. These differ from general war bases in that the trap placement is the primary design decision, not secondary. For the broader TH15 war base pool, TH15 war bases includes designs that balance Root Rider defense with other attack type coverage.
Supercell has balanced Root Rider multiple times since its introduction, but it consistently remains a top-tier ground attack option after each patch. Its underground mechanic is fundamentally strong, and at TH15 specifically — where players don't yet have the TH16 defenses that add new counters — it's the attack strategy most likely to 3-star a base that wasn't designed with it in mind.
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