Kingdom Rising base layout guide: 3 defensive layouts that actually hold
Every layout below is built from the game's real defence numbers — tower range, damage falloff, tower HP and wall HP — not generic base-building advice. Copy one, then adapt it to the buildings your Town Hall has unlocked.
Three layouts, by Town Hall stage
Early game — Town Hall 1-6
1-3 towers, one wall section, everything inside one small box
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- Two towers on opposite sides of the Town Hall cover the whole box. A level 3 tower reaches about 1.8 tiles, so a compact box means every attacker is inside someone's range.
- Keep the ring tight: tower damage falls off with distance (up to 50% weaker at the edge of range), so raiders walking a long approach lane still take almost full damage when they are close to the core.
- At this stage a level 3 tower does 42 damage with 760 HP, and one wall section adds 1300 defensive HP — the walls exist to buy your towers seconds, not to be unbreakable.
Mid game — Town Hall 7-15
Overlapping tower coverage, resources used as a buffer layer
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- Two rings. The inner ring holds only the Town Hall; mines, farms and barracks sit between the rings so an attacker spends time chewing through cheap buildings inside tower range.
- Place towers so their circles overlap over the inner ring. A level 10 tower reaches roughly 2.9 tiles — nearly double a level 1 tower — so upgrading towers is also a coverage upgrade, not just damage.
- A level 10 tower fires for 126 damage with 2300 HP. Four of those overlapping beat six spread thin, because giants and knights only ever face one tower at a time in a spread layout.
Late game — Town Hall 16-40
Compartments, off-centre Town Hall, no free lanes
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- Compartments, not one big box. Every wall segment an attacker breaks costs time while towers keep firing — at high levels one wall section is worth 7,249+ defensive HP.
- Push the Town Hall off-centre and keep two outer towers outside the wall line. Attackers get 20 seconds of scouting before deploying, so a perfectly symmetrical base is trivially read and cornered.
- A level 20 tower hits for 196 with 3,746 HP and reaches about 4.5 tiles. Upgrade towers before adding more of them: coverage plus damage scales harder than count.
Five rules behind every good layout
Range beats count
Tower reach grows with level (about 1.5 tiles at level 1 up to 4.5 at level 20). Three upgraded towers whose ranges overlap the core stop more raids than six low-level towers guarding separate corners.
Damage drops with distance
Shots lose up to half their damage at the far edge of a tower's range. Anything you must protect belongs near the towers, not at the map edge where every hit lands soft.
Walls buy seconds, not immunity
Walls add flat defensive HP and force pathing. Their job is to hold attackers inside tower range long enough for the towers to work — a wall with no tower covering it is just decoration.
Assume you were scouted
Attackers see your real layout for 20 seconds before they deploy and choose exactly which troops to bring. Leaving one obviously weak side means every raider deploys there.
Losing is survivable
After a defeat your kingdom gets a 24-hour shield and damaged buildings repair themselves (or instantly with gems). Experiment with layouts — a bad night does not end your progress.
Build one of these now
Buildings can be moved and rotated freely, so you can rebuild your whole base into one of these layouts in a couple of minutes — free, in your browser, no download.
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