
Feel free to copy this base design into your game.
Base Details
This TH13 Ranked/Trophy Base is centered on separation and pathing control rather than a single compact core. The Town Hall occupies the southern inner section and the Eagle Artillery sits in the northern inner section, with a dead zone between them. The Town Hall compartment contains the Cake-A-Pult, Clan Castle, Tesla Farm, and Heroes, while key defenses are distributed widely to reduce the value of Giant Arrow and Fireball. The layout is intended for ranked play where preventing clean access to multiple high-value areas is the priority.
Why This Base Works
The Town Hall and Eagle Artillery are placed in separate compartments so attackers must choose which major target to attack first. The dead zone between them stretches troop movement and prevents a clean line from one compartment to the other. Around the Town Hall, the Cake-A-Pult, Clan Castle, Tesla Farm, and Heroes form an additional defensive pocket. East and west entry areas are built with Royal Champion charges in mind, with Giant Bombs positioned to punish those routes. Against air attacks, both Air Sweepers are buried deep and point toward the southern side, while Air Defenses, Scattershots, and Inferno Towers are spread across the east and west.
Strengths
- Strong separation of major targets: The Town Hall and Eagle Artillery cannot be approached through one straightforward central path.
- Good resistance to equipment value: Major defenses are deliberately distributed so one Giant Arrow or Fireball has fewer opportunities to hit several important targets together.
- Punishes Royal Champion charges: East and west charge routes are anticipated and backed by Giant Bombs.
- Difficult southern air entry: Deep Air Sweepers point toward the southern side and repeatedly push air troops away from the Town Hall.
- North-side air trap: The intentionally open northern section concentrates Air Mines where an attacker may choose the apparently easier entry.
Weaknesses
- More open northern approach: The north is intentionally more open than the rest of the layout, giving attackers a clearly visible entry option. The video presents this as a controlled risk because Air Mines and the dead zone make the follow-up harder.
- Requires the dead zone to do its job: an attacker who can establish a strong funnel and preserve enough troops to move around the central dead space can improve access to the separated high-value compartments. The video does not identify a specific attack that reliably accomplishes this.
Recommended Defending CC Troops
- Option 1: Ice Golem + Super Minions + Headhunter: Fits the base’s compartment-heavy design by creating a delayed defensive threat after troops enter one of the separated sections.
- Option 2: Lava Hound + Headhunter + Archers: A useful alternative when you want the Clan Castle to add an air-based distraction while also creating a later wave of damage around the compartment system.
- Option 3: Ice Golem + Valkyries + Super Minion: Suits ground entries that penetrate one side and then encounter another defensive pocket, using the Ice Golem to delay while the other troops add damage.
Summary
This ranked base is suited to players who want to make attackers choose between the Town Hall side and Eagle side instead of offering a single efficient route. Its defining feature is the central separation that stretches troop movement and repeatedly breaks clean access between compartments. Feel free to copy this base design into your game.