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

TCB-20-009 · 2020 archive layout

TH5 War Base: Wizard Ring War

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 referenceTH5

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 · TH5 context

What mattered at this Town Hall in 2020

The Wizard Tower gives TH5 a stronger answer to grouped troops, so its coverage should complement the Mortar rather than duplicate it.

The pressure this layout must answer

Giants can hold defenses while Archers or Wizards clear a predictable funnel, making straight corridors risky.

Placement note

Create crossed splash coverage and keep the Air Defense from sharing the same easy approach as the Wizard Tower.

Replay checkpoint

Review whether splash defenses are distracted by tanks while support troops stay safe. Adjust exterior spacing when that pattern repeats.

04 · Layout-specific field note

Cross the two forms of splash pressure

Mortar and Wizard Tower coverage should overlap enough to support one another without sitting close enough to become one easy objective.

Adjustment to test

Place them in separate compartments and make the Town Hall a third decision, creating a route that bends instead of running straight.

Evidence to collect

Look for support troops surviving behind tanks. If they remain untouched, change the splash angle that covers the entry.

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.