
Feel free to copy this base design into your game.
Base Details
This TH13 War Base is built primarily to deny an easy two-star by forcing the attacker to commit heavily toward one side. The Town Hall sits in the center, while the Eagle Artillery is isolated in a separate area. A large dead zone around the Town Hall disrupts direct troop movement, while the Clan Castle and Cake-A-Pult sit between the major defensive zones so they can influence either side. The layout is intended for Clan Wars and focuses on star denial, pathing disruption, and making high-value entries expensive.
Why This Base Works
The central Town Hall is surrounded by all three Inferno Towers, the Gear-Up defenses, and Air Bombs, concentrating defensive pressure where attackers need to reach for the second star. The Eagle Artillery is deliberately separated so a single push cannot easily collect both major targets. The empty space around the Town Hall forces troops to travel around the compartment instead of moving directly inward, giving the defenses more time to fire. Spacing between major defenses also reduces Electro Dragon chain value, while storages provide an additional hit-point buffer. Hidden Teslas and Giant Bombs target likely Royal Champion routes, and Seeking Air Mines punish air troops approaching important defenses.
Strengths
- Strong against easy two-star attempts: The Town Hall and Eagle Artillery are separated, so taking one does not automatically put the other within reach of the same push.
- Difficult central entry: The dead zone around the Town Hall forces troops around empty space rather than directly into the core.
- High-pressure Town Hall zone: The three Infernos, Gear-Up defenses, and Air Bombs create a concentrated defensive pocket around the Town Hall.
- Good Royal Champion trap control: Hidden Teslas and Giant Bombs are positioned along likely Royal Champion routes, turning attractive charge paths into trap zones.
- Reduced Electro Dragon chain value: Major defenses are spaced apart rather than packed together, limiting the value of chain damage.
Weaknesses
- Equipment value is possible: The creator explicitly notes that some areas can be exposed to Fireball or Giant Arrow. Their value depends on the attacker creating a precise funnel, so a well-executed setup can still remove multiple important defenses.
- Trap value depends on predictable movement: the ground traps are strongest when troops follow defense-targeting paths. An attack that creates a substantially different route may reduce some of that intended trap value.
Recommended Defending CC Troops
- Option 1: Ice Golem + 2 Super Minions + Headhunter: The Ice Golem can buy time around the high-DPS core, while the Super Minions and Headhunter add damage against troops and heroes entering the central area.
- Option 2: 2 Ice Golems + Super Minion + Headhunter: A more stall-oriented setup that fits a base whose main defensive idea is making attackers spend more time inside the Town Hall zone.
- Option 3: 2 Super Minions + 3 Headhunters + Archer: A more aggressive option for punishing hero-heavy entries and Royal Champion-led pushes along the predictable routes highlighted in the video.
Summary
This war layout suits TH13 players who want to make the Town Hall difficult to combine with the Eagle Artillery in a single attack. Its main defensive idea is separation: the dead zone, split high-value targets, and trap-backed entry routes are all designed to make the attacker commit more precisely. Feel free to copy this base design into your game.