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

TCB-20-003 · 2020 archive layout

TH3 Trophy Base: Starter Diamond Trophy

A defense-led trophy layout that buys time, protects the Town Hall, and stretches attacking armies.

centralizes the main objectiveforces longer travelsupports overlapping defensive fire
Historical strategy referenceTH3

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

01 · Defensive idea

What this layout is trying to do

Layer the Town Hall with splash damage and point defenses while preserving enough space to disrupt spell value.

Trophy protection can expose collectors and make routine farming less efficient. 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 centralizes the main objective.
  • It forces longer travel.
  • It supports overlapping defensive fire.

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

    Layer the Town Hall with splash damage and point defenses while preserving enough space to disrupt spell value.

  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

    Set seeking air mines just beyond the first defensive ring, where healers and heavy air troops tend to commit.

03 · TH3 context

What mattered at this Town Hall in 2020

At TH3, the Mortar is the main area-control defense and the small wall budget makes every compartment decision visible.

The pressure this layout must answer

Compact ground groups can overwhelm exposed defenses quickly, especially when outside buildings create a straight entry lane.

Placement note

Keep the Mortar away from the first wall break, cover it with the Archer Tower and Cannons, and avoid placing every defense in one tight spell-sized cluster.

Replay checkpoint

Watch whether the Mortar survives long enough to fire repeatedly. If it falls first, move the entry-facing buildings before changing the whole plan.

04 · Layout-specific field note

Trade edge buildings for objective depth

A trophy concept can allow outside buildings to fall if the Town Hall stays behind enough travel and overlapping fire. Symmetry matters less than delaying the direct route.

Adjustment to test

Center the objective, keep the Mortar one layer away from the likely opening, and avoid an obvious wall gap facing the shortest side.

Evidence to collect

Measure when the first troop reaches the inner layer. An early arrival means the edge is shaping the path too cleanly.

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.