5 Pro Cannon Placement Tricks to Stop Ground Attacks Every Time
Ever watched a flawless Hog path glide through your base while your Cannons barely scratched the paint? The twist is that most Cannons aren’t weak—they’re misplaced. With smart geometry, your Cannons can erase tanks, desync heals, and shove pathing into your nastiest traps. Below are five pro-level placement tricks that turn this low-cost, single-target workhorse into a ground attack stopper.
Why Cannons Matter More Than You Think
Cannons are the most overlooked precision tool in the ground-defense toolkit. They’re cheap to upgrade relative to power, don’t waste DPS on overkill as badly as splash towers, and their fast fire rate punishes medium-HP troops like Hogs, Bowlers, and Valkyries.
Key facts to build around:
- Targets: Ground only
- Range: Long enough to sit safely behind trash rings while still pressuring entries (approximately 9 tiles)
- Footprint: 3x3, easy to slot into lanes or anchor corners
- Strengths: Efficient single-target DPS, excellent at forcing heals and punishing tank rotations
- Weaknesses: Vulnerable to air troops, susceptible to being sniped if exposed, low HP compared to splash defenses
The play is not to isolate Cannons as lone sentries. It’s to use them as steering wheels for the enemy’s path—nudging troops through heal tax zones, spring corridors, and splash kill boxes.
Trick 1: The Two-Tile Offset That Breaks Entries
Most bases flush Cannons against walls or place them one tile back. That’s predictable—and attackers build wall breaker and giant pathing around it. The upgrade: park key Cannons two tiles off the wall line.
Why it works:
- Wall breaker logic: Offsetting shifts which wall segment is “closest” to the Cannon. This often forces openers to pop an unhelpful tile or split their jumps, burning more spells or breakers.
- Healer desync: A two-tile offset can make a Queen linger longer in Cannon range while Healers drift into seeking air mine (SAM) pockets you’ve pre-planted. It buys time for a SAM to connect.
- No free value: Ranged ground units (like Queen) can’t snipe a two-tile-off Cannon over a wall as easily, especially if your storages or gold mines sit as buffers between.
How to place it:
- Put high-HP trash (storages/collectors) between the wall and the Cannon. The Queen will chew through these while taking Cannon fire.
- Protect with a small triangle: Cannon two tiles back; a Wizard Tower or Bomb Tower diagonally behind; a Giant Bomb in the lane forward. The attacker must heal for Cannons, then eat splash or trigger the bomb.
Common pitfalls:
- Don’t chain the same offset everywhere. Varied offsets force wall breaker mistakes and discourage cookie-cutter entries.
- Don’t leave a straight line from corner to Cannon. Benders and funnels kill easy snipes.
Pro example: On a TH15 anti-2-star box, offset the two Cannons closest to the Town Hall side entry. Attackers aiming for a Queen path into core now have to invest more wall breakers or a jump. Many will settle for a shallower path—exactly what you wanted.
Trick 2: Cannon-Bridged Spring Corridors That Delete Hogs and Giants
Spring Traps do nothing unless you herd troops across them. Cannons are your sheepdogs. Use paired Cannons to bracket the exact tiles Hogs and Giants will step on.
Why it works:
- Priority targeting: Hogs and Giants prioritize defenses. Place Cannons so the path from “Cannon A to Cannon B” crosses your Spring Traps.
- Predictable lines: Hogs travel in clean arcs from defense to defense. If those defenses are two Cannons, you know the lane.
- Double tax: Corridors can force a heal, then fling troops out of that heal right after.
How to set it up:
- Spacing: Place two Cannons 4–6 tiles apart with a 2x3 gap between them for a Spring Trap (or two in sequence). This spacing captures the step where Hogs rotate from one Cannon to the next.
- The sandwich: Put a Giant Bomb one tile past Cannon B’s centerline. If the attacker heals early for springs, the bomb detonates as Hogs leave the heal. Heal desync achieved.
- Escort splash: Set a Wizard Tower diagonally behind one Cannon. It chips wounded Hogs and punishes late heals.
Details that win wars:
- Vary the height of your two Cannons by 1–2 tiles to dodge line-based spell value. It also prevents a single freeze from stalling both Cannons and the Wizard Tower.
- Skeleton Traps set to ground near the corridor will snag Hogs that survive, buying the Cannon pair more time.
Testing tip:
- In Friendly Challenges, drop a small Hog pack at the intended entry and watch their feet. Adjust Cannon positions until 70–90% of the group crosses your springs. When 2–3 Hogs fly consistently per trap, lock it in.
Trick 3: Crossfire Kill Boxes With Splash Support
Single Cannons rarely stop tank waves. Two or three Cannons, crossing arcs, behind fat buildings? That’s a grinder.
Why it works:
- Crossfire multiplies time on target. One Giant can’t soak three angles forever; rotations happen, healer coverage splits, and troops trickle into splash.
- Heal tax zones: By stacking Cannon DPS and placing a Bomb Tower or Wizard Tower just behind the focus point, you force heals to be either early (bad) or late (worse).
How to build a kill box:
- Foreground: High-HP buildings (Storages/Hero Altars) create a slowdown. Behind them, angle two Cannons so their 9-tile rings overlap on the same tiles.
- Splash spine: Put a Bomb Tower two tiles behind that overlap. When the tank line breaks, the Bomb Tower’s death damage finishes low-HP troops.
- Mortar shoulder: Place a Mortar off to the side, 5–6 tiles away. It chips the back of Hog packs and punishes Wizards trailing Giants.
Anti-Bowler note:
- Bowler’s bounce can tag lined buildings. Stagger cannons diagonally, not in a row, to prevent multi-hits. Place 1 empty tile or a Builder Hut between Cannon and Bomb Tower to break bounce angles.
Builder Hut synergy (TH14+):
- A Builder Hut near a Cannon in a kill box forces attackers to commit more spells or time. If they try to snipe with Queen, the repairs extend the duel and expose Healers to your SAMs.
Trick 4: Corner Anchors That Waste Time Without Giving Free Snipes
Corners decide time fails. Cannon anchors near corners pull pathing wide, forcing backtracks or cleanup. But do it wrong and they’re free pickings. Do it right and they’re brutal.
Why it works:
- Path drag: Troops prioritize defenses over trash. A corner Cannon pulls Hogs or Giants off the main route or baits a Hero detour.
- Cleanup tax: Forces extra troops and seconds in the last minute of the raid—a common failure point for Hybrid or Smash.
How to anchor safely:
- One-tile pull: Place the Cannon 1–2 tiles inside the edge, hidden behind two trash buildings (e.g., Army Camp + Collector). The Cannon remains out of obvious Archer snipe range, but still irresistible to pathing.
- Tesla buddy: Hide a Tesla one tile behind or beside the Cannon. When attackers send a lone troop to snipe, the Tesla pops and denies the trade.
- Trap net: Put a single Spring Trap on the inner angle and a small bomb near the trash building. Goblins/Barbs that try to snipe get popped; Hogs get flung.
Situational usage:
- Against Hybrid: Anchor a corner Cannon on the far side from the initial Queen walk. Miners and Hogs that rotate late will peel toward it, splitting away from the remaining heal.
- Against Pekka Smash: Corner Cannons placed near jumps force troops to choose between the jump line and the anchor—often splitting healers or isolating a Pekka.
Don’t do this:
- Don’t park the Cannon alone at the map edge. Even low-level Archers will snipe it for free.
- Don’t mirror both corners symmetrically. Predictable anchors are easy to plan for.
Trick 5: Healer Hazard Lanes for Anti-Queen Charge
Cannons can’t hit air—but they dictate where the Queen walks, and that determines where her Healers float. Use Cannons to shepherd Healers into prepped air traps.
Why it works:
- Queen logic: She follows defenses and the nearest structures in a chain. Cannons that are slightly deeper than trash pull her path inward while her Healers hover over SAM or red air mine (RAM) tiles you’ve placed ahead of time.
- Spell tax: If you can tag 1–2 Healers, the attacker must rage or freeze more often. That breaks their timeline for the later phases.
How to set it up:
- Staggered line: Place two Cannons along the likely walk route, each two tiles behind trash. Between them, plant a SAM at the anticipated Healer hover point. A few tiles further, add a pair of RAMs for back-to-back chip.
- Sweeper assist: Angle the Air Sweeper so it nudges Healers forward and sideways across your mines as the Queen chases the second Cannon. Even a gentle push changes hover tiles.
- Ground skellies: Drop a Skeleton Trap near the second Cannon. The Queen will pause to shoot them, holding Healers over your mines.
Anti-recall nuance:
- With the Recall Spell in play, attackers might pull the Queen out if they sense high air trap density. Place one SAM early and the next deeper so the second set doesn’t feel obvious. If they recall, your Cannon line still drags the charge off plan, which is a win.
Spell bait pairing:
- Freeze bait: Put a single X-Bow set to ground covering the same Cannons. Attackers freeze the X-Bow, not realizing SAMs are untouched. Your Cannons keep ticking.
Bonus Micro-Tech: The Cannon Triangle
When space is tight, use a small triangle:
- Two Cannons form the base, 3–4 tiles apart.
- One Cannon or a Bomb Tower forms the point, 2–3 tiles behind center.
- Springs and small bombs in the lanes between the base and the point.
This shape is compact, creates crossfire, and fits in awkward gaps, especially near Town Hall compartments or between multi-compartment bridges.
TH-Specific Adjustments
- TH9–TH10: Hogs and Giants are common. Emphasize Trick 2 (spring corridors) and Trick 3 (crossfire with Wizard Towers). Mortars remain relevant for cleanup and Witch pushes.
- TH11–TH12: Queen Charges become more precise. Lean on Trick 5 (Healer hazard lanes) and Builder Huts if available. Offset Cannons to complicate wall breakers.
- TH13–TH14: Hybrid rises. Combine Trick 2 corridors on likely Miner/Hog conversion paths with Trick 4 corner anchors to force late splits. Bomb Towers behind Cannon pairs shine.
- TH15–TH16: Smash and precision QC-Lalo dominate. Your Cannons should focus on path control, not raw damage: mix Trick 1 offsets to burn extra spells and Trick 5 lanes to tax Healers. Builder Huts add repair pressure; protect them with Cannon crossfire.
Common Placement Mistakes to Avoid
- Wall hugging: Cannons flush to walls make entries simple and give free Wall Breaker value.
- Lone sentries: A single, isolated Cannon is donation loot for a Hero or stray Hog. Always pair with traps or splash.
- Symmetry addiction: Perfect symmetry telegraphs everything. Offset just enough to break plan scripts.
- Overstacked heal value: Don’t cluster Cannons so tight that one heal covers your entire defensive investment. Stagger 3–5 tiles for heal desync.
- Ignoring Bowler bounce: Straight lines let bounce shots tag multiple defenses. Use diagonal or stepped placement.
How to Test and Iterate Like a Pro
- Friendly Challenge loops: Run repeated Hog mini-entries and Queen walks against your suspected lanes. Track where troops step, not just what dies.
- Tile stepping: Move a Cannon one tile at a time and watch how target selection changes. One tile often flips a path from safe to deadly.
- Replay filters: Save defenses where Hogs spring or Healers pop. Mirror those geometries on the opposite side of the base with small variations.
- Spell audit: If attackers consistently beat a lane with one heal, separate your Cannon pair by 1–2 tiles or push a Bomb Tower back to trigger heal early, then punish the exit.
Putting It All Together: A Sample Layout Blueprint
Imagine a war base aiming to punish Hybrid and QC entries from the top side:
- Top edge: Two offset Cannons (Trick 1) behind trash and storages, each two tiles off the wall. SAM between them with RAM one tile deeper (Trick 5).
- Left lane: Cannon pair 5 tiles apart bracketing a Spring Trap with a Bomb Tower behind the right Cannon. Small bomb near the trash to catch snipes (Trick 2 + Trick 3).
- Mid-core: Two Cannons crossing arcs over a storage with a Wizard Tower behind and a Mortar positioned to catch trailing troops (Trick 3).
- Opposite corner: Corner Cannon tucked 2 tiles in, Tesla hiding behind it, Spring Trap on the inner angle (Trick 4).
What happens in practice:
- Queen charges from the top get slowed by storages while Cannons keep her anchored. Healers drift into your SAM/RAM web.
- If the attacker pivots to Hybrid from the left, Hogs get flung in the corridor then clipped by a Bomb Tower death splash as they exit heal.
- If the army rotates to the opposite side, the corner Cannon anchor steals seconds and cleanup, often turning a 98% into a time fail.
Conclusion: Cannons Are Your Steering Wheel—Use Them
Cannons don’t win defenses by themselves; they win by forcing bad choices. Two-tile offsets complicate entries, paired Cannons create spring corridors, crossfire kill boxes demand heals on your terms, corner anchors bleed time, and healer hazard lanes punish Queen charges.
Treat each Cannon like a lever that moves the attacker’s plan a few tiles off script. Test with Friendly Challenges, watch footsteps, and refine one tile at a time. Do that, and you’ll stop ground attacks not because your numbers are bigger—but because your geometry is better.