Archive editionA researched restoration of Top COC Bases as it appeared in 2020

TCB-20-041 · 2020 archive layout

TH13 War Base: Island Inferno

A compartment-heavy war plan designed to interrupt clean pathing and make the third star expensive.

separates high-value defensescreates awkward funnel choiceskeeps the core difficult to reach
Historical strategy referenceTH13

Newly drawn strategy diagram; not an exact building-by-building screenshot.

01 · Defensive idea

What this layout is trying to do

Keep the Town Hall and Clan Castle inside separate layers so a single push cannot claim both at once.

War layouts care more about denying stars than saving every collector or storage. That tradeoff is intentional: a useful base has a clear job instead of trying to win every possible exchange.

Best reasons to try it

  • It separates high-value defenses.
  • It creates awkward funnel choices.
  • It keeps the core difficult to reach.

02 · Placement guide

Build it as a system, not a picture

Start at the center and work outward. Place the main objective, then the defenses that protect it, then the walls that force an attacker to spend time reaching them. Exterior buildings come last because their spacing determines how easily an army can create a funnel.

  1. 1
    Lock the core

    Keep the Town Hall and Clan Castle inside separate layers so a single push cannot claim both at once.

  2. 2
    Split premium defenses

    Do not let one freeze, jump, or hero route solve every high-value target at once.

  3. 3
    Shape the approach

    Offset outside buildings and wall openings so the easiest funnel does not point directly at the core.

  4. 4
    Set traps after the structure

    Move spring traps and giant bombs after replays reveal the most common entry lane.

03 · TH13 context

What mattered at this Town Hall in 2020

Scattershots and the Royal Champion make TH13 layouts a contest over layered reach, hero access, and the order of high-value targets.

The pressure this layout must answer

Hybrid armies, hero dives, and siege-led core pushes become much stronger when Scattershots and Infernos are available from the same compartment.

Placement note

Split Scattershots, protect them with different defensive layers, and avoid giving a single hero route the Town Hall plus another signature defense.

Replay checkpoint

Track Royal Champion and siege value separately. If both converge on the same quadrant, redistribute objectives and seeking traps.

04 · Layout-specific field note

Split Scattershot, hero, and Town Hall value

A TH13 war entry becomes too efficient when the Royal Champion or siege route can reach a Scattershot and the Town Hall from one committed quadrant.

Adjustment to test

Place Scattershots in different defensive layers and keep the defending heroes from creating one obvious high-value dive.

Evidence to collect

Record Royal Champion targets separately from siege targets. Redistribute objectives when they converge on the same route.

05 · Replay lab

Three checks before you keep it

Entry

Which edge do attackers choose, and which outside buildings make that choice easy?

Spell value

Can one spell affect the Town Hall and more than one premium defense?

Pathing

Where does the main army change direction, split, or leave a defense standing?

Review three comparable defenses before making a large change. Move one or two traps first; change the structure only when the same route keeps succeeding.