Introduction to Clash of Clans Best Townhall 13 Base Layouts

The best base layouts in Clash of Clans are carefully designed to protect valuable resources, trophies, and defensive structures, while also addressing the most common attack strategies at each Town Hall level. At Town Hall 13, the addition of the Royal Champion significantly impacts base design, as it brings an increased focus on ground-based attacks.

Players need to adapt their layouts to counter this new threat, while still considering air-based strategies and traditional attack methods. Effective farming, trophy, and war base layouts for Town Hall 13 incorporate key defensive strategies such as smart trap placements, compartmentalization, and careful positioning of defensive buildings. These layouts aim to disrupt enemy troop pathing, protect vital resources, and neutralize the effectiveness of popular attacks like ground pushes, Electro Dragons, and Super Wizard Blimps.

Farming Base

The primary goal of a farming base is to protect resources, and this is achieved by strategically spreading out storages across the base. Storages are often placed in the center, making them harder for attackers to reach quickly. By distributing resources across multiple compartments, attackers are forced to commit additional troops or spells to access each storage, increasing the difficulty of the attack.

The Scattershot provides crucial protection for the village, adding an extra layer of defense against both ground and air attacks. Its wide range and powerful damage can significantly weaken incoming waves of troops, ensuring that enemy forces are reduced before they can access valuable resources. This base design is versatile and not only protects resources but can also function effectively as a trophy base, deterring attackers with its strategic placement of defenses and traps, making it harder to achieve a full loot grab or high trophy gain.

Trophy Base

This base is described as a “classic anti-two-star base,” designed specifically to defend against attacks aimed at securing a two-star victory by taking down the Town Hall and achieving a partial victory. The layout incorporates numerous traps strategically placed around the Town Hall to disrupt attackers and make it harder for them to reach their target. The goal is to force attackers to expend more resources and troops in their effort to destroy the Town Hall, reducing the likelihood of a successful attack.

The inclusion of the Scattershot adds a layer of extra damage output, significantly improving the base’s defense against both ground and air troops. Its splash damage is especially effective against large groups of troops that attempt to approach the Town Hall. Additionally, seeking air mines are placed on the outer edges of the base, which is a less common yet effective placement. These mines are specifically intended to target Battle Blimps that might be targeting the Eagle Artillery. The positioning of the seeking air mines also allows them to inflict considerable damage on dragons, particularly if they are not protected by an Eternal Tome, further weakening the enemy’s attack force.

War Base

This layout is designed as an “anti-three-star setup,” with the primary objective being to thwart attacks aimed at securing a three-star victory. The base incorporates strategic defenses to counter high-level attacks, particularly those that involve a Queen Charge directed at the Town Hall. Queen Charges are a common strategy at Town Hall 13, so this layout focuses on neutralizing this tactic.

Seeking air mines are positioned around the base to target and eliminate healers, which are often used to support Queen Charges. These mines disrupt the healer’s ability to support the Queen, significantly weakening the charge before it can reach critical defenses. A single-target Inferno Tower is placed behind the Town Hall, specifically to target and eliminate the Archer Queen, preventing her from contributing to the success of the attack.

To further disrupt the Queen Charge, a defending Lava Hound is placed in a position where it will intercept and distract the Queen, keeping her away from the Inferno Tower. Additionally, the 9 o’clock side of the base is heavily trapped, with a variety of traps placed to disrupt and damage attackers. This side is designed to force troops into unfavorable positions, making it harder for them to advance and adding extra layers of defense.

Strategic Considerations

Adaptation to the Meta:

Base designs in Clash of Clans are continuously evolving to keep up with the ever-changing attack strategies. As new tactics gain popularity, base designs must be adapted to counter them effectively. For example, Queen Charges became a dominant strategy at Town Hall 13, so war bases at this level are specifically designed to thwart this tactic. By incorporating traps, Inferno Towers, and other defenses aimed at neutralizing Queen Charges, these bases force attackers to rethink their approach and waste valuable resources. This constant adaptation ensures that bases remain effective and challenging against the latest trends in attack strategies.

Balancing Protection:

A well-designed base must strike a balance between protecting loot, trophies, and defensive structures. For farming bases, protecting resources is the top priority, which leads to the strategic spread of storages across the base. However, these farming bases are also designed to be viable for trophy pushing, meaning they incorporate enough defenses to prevent attackers from easily gaining two or three stars. Balancing these elements ensures that the base can withstand a variety of attack types while still safeguarding valuable resources. A solid balance between defense and loot protection is key to a successful base design.

Understanding Attacker Behavior:


Base designs take into account how attackers are likely to approach the base, using patterns and behaviors commonly observed in enemy strategies. For instance, attackers often target the Eagle Artillery, so seeking air mines are strategically placed outside the base to catch them off guard as they move toward this key target. By predicting where attackers are most likely to deploy their troops and spells, base builders can place defenses and traps in ways that disrupt the flow of the attack. This understanding of attacker behavior allows bases to be more resilient against common attack patterns.

Countering Popular Tactics:


Base layouts at higher Town Hall levels are crafted to counter the most common and powerful attack strategies specifically. This includes countering ground smash attacks, Queen Charges, and air-based attacks like those using Electro Dragons or Dragon Riders. Defenses are carefully positioned to limit the effectiveness of these strategies by disrupting troop pathing and forcing attackers to adjust their tactics. By focusing on these popular tactics, base designs increase the likelihood of thwarting a wide range of strategies, ensuring a higher defensive win rate.

Layered Defenses:


Layered defenses are a crucial element of a well-designed base. By incorporating a mix of high-hitpoint buildings, defensive structures, and traps, bases create multiple layers of defense that make it difficult for attackers to penetrate the core. High hitpoint buildings like Clan Castles and storages act as barriers, while traps, such as Giant Bombs, Spring Traps, and Seeking Air Mines, work in tandem to damage and disrupt incoming troops. These layers of defense force attackers to expend more resources and time, making it harder to achieve a full victory and protecting the core of the base.

Specific Tactics

Trap Placement:

The strategic placement of traps is a critical component in base designs at higher Town Hall levels. Proper trap placement can significantly disrupt enemy attacks, weaken enemy troops, and ultimately lead to more defensive wins. Traps must be placed where they can maximize their effectiveness against specific attack strategies and troop types. Traps like Giant Bombs, Spring Traps, and Seeking Air Mines are key components of a strong defensive base. Proper placement can stop attackers from progressing and even cause them to abandon their attack before reaching critical defenses.

Giant Bombs:

Giant Bombs are strategically placed in areas where groups of troops are likely to gather, such as in front of key defenses. These bombs are effective against clustered units, such as Hog Riders, Bowlers, or Witches. The placement of Giant Bombs can disrupt the attacker’s strategy by eliminating or severely weakening their troops, forcing them to use more spells or units to advance. They are also used to counter specific troop types, particularly those that tend to clump together during an attack, causing the bomb’s splash damage to have maximum impact.

Spring Traps:

Spring Traps are used to fling enemy troops away from the base, disrupting their progress and taking them out of the battle. They are particularly useful against high-value ground troops, like Hog Riders, Bowlers, and Giants, which are typically part of ground-based attacks. By placing Spring Traps in strategic locations, attackers are forced to adapt their attack path, potentially losing valuable units in the process. This not only weakens the attack but also forces attackers to use more troops to compensate for those lost to the traps.

Seeking Air Mines:

Seeking Air Mines are placed outside of the base, specifically in trophy base layouts to target Battle Blimps, and in war base designs to counter healers supporting Queen Charges. These mines are extremely effective when placed in the expected path of an attacking Battle Blimp or near the core defenses that air troops might target. In war bases, placing Seeking Air Mines near the Town Hall or key defensive structures can weaken healers and disrupt the attacker’s plan, especially when their support troops are eliminated early in the attack.

Red Air Mines:

Red Air Mines are used to provide splash damage and take out multiple air units at once. These mines are typically placed around high-traffic areas where air units, such as Dragons, Electro Dragons, or Balloons, are expected to pass. Their splash damage is effective against swarms of air troops, and if used in combination with other air defenses, they can significantly weaken or eliminate incoming air units. Proper placement of Red Air Mines ensures that even if attackers manage to deploy their air troops, these mines will provide a secondary line of defense.

Tornado Traps:

Tornado Traps are used to stall enemy troops by rotating them into other traps, such as Red Air Mines or Giant Bombs. These traps can be placed strategically near the core or key defensive structures to funnel attacking troops into kill zones. The Tornado Trap can force troops into tightly packed areas, causing them to take massive damage from other traps or defensive structures. By disrupting the attacker’s troop movement and forcing them into predetermined paths, Tornado Traps increase the likelihood of damaging or eliminating enemy units.

Defense Prioritization:

In base design, the placement and prioritization of defenses are critical to a successful strategy. Certain defenses must be positioned to maximize their impact on the attacker’s troops, while others provide support in specific areas of the base. Key defensive structures, such as Scatter Shots, Inferno Towers, and Air Defenses, must be placed in locations where they are protected but can still deal significant damage to incoming troops.

Scatter Shots:

Scatter Shots are strategically placed to provide extra damage and protection against large groups of troops. These defenses deal splash damage, which is especially useful against swarms or grouped units like Miners, Hog Riders, or Dragon Riders. By positioning Scatter Shots near the core or at key points on the perimeter, base designers can increase their coverage and make it harder for attackers to avoid their impact. Scatter Shots are typically placed in locations where they can target multiple attacking units, making them a powerful addition to the defense.

Single Target Infernos:

Single-target Inferno Towers are positioned to counter high-value targets, such as the Archer Queen, P.E.K.K.A., and heroes. These Inferno Towers lock onto a single unit and melt its health over time, making them particularly effective against high-health troops or heroes that are difficult to eliminate through splash damage alone. In addition to targeting high-value units, Single-Target Infernos are placed in areas where they can maximize their damage output before being taken down by enemy troops.

Air Defenses:

Air defenses, such as Air Defenses, seeking air mines, and Wizard Towers, are placed in positions that make them difficult for air troops to target. These air defenses are crucial for defending against attacks that rely on air units, such as Dragon attacks or Electro Dragon strategies. By spreading out air defenses and placing them near key structures, base designers make it harder for attackers to eliminate these critical defenses early in the attack.

Multi-Target Infernos:

Multi-target Inferno Towers are used to counter groups of troops, such as Hog Riders, Miners, or Dragons. These Infernos target multiple troops at once, dealing massive damage to groups of units. They are especially effective when placed near areas where attackers might deploy large groups of troops, forcing them to either split their army or suffer heavy losses. Multi-Target Infernos provide valuable support for other defenses and help to weaken or eliminate enemy troops that attempt to push through the base.

Lava Hound Use:

Defending Lava Hounds are used to intercept and distract attacking heroes, such as the Archer Queen, and key defenses like Single-Target Inferno Towers in the war base layout. The Lava Hound’s high hitpoints and ability to distract air units make it a valuable tool for preventing attackers from reaching critical defenses. By placing a Lava Hound in front of key structures or near the core, base designers can effectively slow down the attack and give other defenses more time to eliminate enemy troops.

Dead Zones:

Dead zones are areas of the base where there are no defenses or buildings, designed to manipulate the pathing of enemy troops. These areas push attackers into unfavorable positions, such as toward heavily trapped sections or defensive structures that can deal significant damage. Dead zones are particularly useful in war bases, as they create confusion and force troops to move in directions that disrupt their intended path. By using dead zones effectively, base designers can significantly reduce the effectiveness of an attack.

Symmetrical Layouts:

Symmetrical layouts, often used in war bases, are designed to make it difficult for attackers to predict where key defenses are located. A symmetrical design ensures that attackers cannot easily exploit weaknesses in the base’s layout, forcing them to deal with evenly distributed defenses. This type of layout also helps in confusing attackers, as they are unable to prioritize certain areas of the base based on a one-sided advantage. Symmetry increases the difficulty of penetrating critical sections of the base, adding an extra layer of defense.

High HP Buildings:

Storages and the Town Hall are often used as high HP buildings to protect the base’s core defenses. By positioning these buildings strategically, they act as buffers, slowing down enemy troops and buying time for defenses to take action. The high hitpoints of these buildings make them effective in absorbing damage, allowing defensive structures to continue functioning longer and protecting key elements of the base. Their placement is crucial in ensuring that enemy troops are unable to quickly bypass critical defenses.

These strategies and tactics are designed to create a challenging defense for any attacker, requiring them to carefully plan their attacks and adapt to the base’s layout. The TH13 base layouts presented here are not just about placing buildings randomly but are about strategic planning and understanding of attacker behavior.