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

TCB-20-017 · 2020 archive layout

TH7 War Base: Dragon Breaker 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 referenceTH7

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 · TH7 context

What mattered at this Town Hall in 2020

TH7 introduces the Barbarian King and Dark Elixir priorities while Dragons make air coverage a central design problem.

The pressure this layout must answer

A broad Dragon line can roll through bases whose Air Defenses are shallow, aligned, or too close together.

Placement note

Spread Air Defenses across separate compartments, use the Sweeper to lengthen one approach, and decide explicitly whether Dark Elixir or the Town Hall is the priority.

Replay checkpoint

Track which Air Defense falls before the first Dragon is lost. If the answer is always the same one, deepen that compartment or change the funnel.

04 · Layout-specific field note

Make Dragons choose between Air Defenses

A broad Dragon line becomes efficient when Air Defenses are shallow or aligned. The war plan should make each one require a different commitment.

Adjustment to test

Spread Air Defenses across separate compartments and keep the defending King from creating a free funnel toward the center.

Evidence to collect

Identify which Air Defense falls before the first Dragon is lost. Deepen or rotate that specific compartment.

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.