COC Bases: TH13 All Layouts (War, Farming, Defense & More)
All TH13 layouts in one place — war, farming, defense, hybrid, anti-2 star, anti-3 star, anti-air, trophy, and balanced designs for every play style.
Complete Guide to TH13 Base Layouts
Town Hall 13 introduces the Royal Champion, Scattershots and the Giga Inferno,
creating new defensive and attacking decisions that do not exist at lower Town Hall
levels. Scattershots apply splash damage to grouped ground and air troops, while
the Royal Champion gives attackers another defense-seeking Hero who can move
directly between important buildings.
A strong TH13 base layout should protect its Scattershots from
inexpensive Hero entries, avoid giving the Royal Champion a simple route through
several defenses and make the Town Hall difficult to remove without a meaningful
troop, spell or Siege Machine commitment.
Use this hub to choose a Town Hall 13 layout according to your current goal.
War, farming, hybrid, trophy, anti-air, anti-2-star and anti-3-star layouts use
different Town Hall positions, defensive spacing, trap plans and resource placement.
TH13 War Layouts
TH13 war layouts are designed to make a planned three-star attack difficult. They separate the Town Hall, Eagle Artillery and Scattershots, create uncertain entry choices and preserve defensive strength for the final part of the attack.
Choose a war layout when Clan Wars or Clan War Leagues are your priority. The layout should force attackers to divide Heroes, spells, Siege Machines and the main army between several important objectives.
TH13 Farming Layouts
TH13 farming layouts distribute Gold, Elixir and Dark Elixir storages across defended parts of the village. The aim is to prevent one raid from reaching every valuable storage while you continue upgrading Heroes, troops, equipment, defenses and walls.
Avoid placing all storages in one central group. Separated resource areas can make attackers choose between collecting loot, securing the Town Hall and completing the rest of the base.
TH13 Defense Layouts
Defense layouts are intended for regular multiplayer and trophy protection. They balance Town Hall access, percentage denial, air and ground coverage, defending Hero placement and the survival of important back-end defenses.
Choose this category when you want broad defensive coverage against several armies rather than a layout designed for one specific war opponent.
TH13 Hybrid Layouts
Hybrid layouts combine resource protection with trophy and star defense. Storages may be used as high-hitpoint buffers, but they should not create an easy route toward the Town Hall or block nearby defenses from supporting one another.
This style is suitable when you want one active Home Village layout for normal progression instead of regularly changing between separate farming and defensive designs.
TH13 Anti-2-Star Layouts
Anti-2-star layouts focus on making both the Town Hall and the required destruction percentage difficult to secure. They may use a deeply protected Town Hall, defended percentage buildings, dangerous central compartments or routes that require early Hero and spell commitments.
Choose this style when opponents regularly secure the Town Hall and enough outside buildings without placing the remainder of their army under serious pressure.
TH13 Anti-3-Star Layouts
Anti-3-star layouts may allow a determined attacker to reach the Town Hall but try to prevent the complete clear. Major defenses are separated, troop pathing is less predictable and strong back-end damage remains after the first objective is destroyed.
This layout type is useful in war when denying the third star matters more than producing the lowest possible destruction percentage.
TH13 Anti-Air Layouts
TH13 anti-air layouts use Air Defenses, Sweepers, Scattershots, Inferno Towers, air-targeting traps and defending Heroes to disrupt Dragons, Electro Dragons, Balloons, Dragon Riders and air Siege Machine entries.
Use an anti-air layout when defensive replays show repeated safe funnels, excessive chain value, weak Sweeper coverage or predictable flight paths toward the Town Hall.
TH13 Legend and Trophy Layouts
Trophy and Legend-style layouts should prepare for several army compositions rather than one planned war attack. They need broad defensive coverage, difficult percentage collection and enough back-end damage to challenge troops that survive the Town Hall compartment.
Review several defensive battles before judging the layout. One unusually effective attack does not necessarily reveal a permanent structural weakness.
What Makes Town Hall 13 Base Building Different?
TH13 introduces the Royal Champion as a defense-seeking Hero who can jump over walls. This creates a new base-building concern because several defenses placed in a direct sequence may provide the Royal Champion with a clear route through an entire side of the village.
Town Hall 13 also introduces two Scattershots. These defenses target both ground and air troops and produce splash damage behind their initial target. They are especially important against armies that group support troops behind tanks, Heroes or other high-hitpoint units.
The TH13 Town Hall uses a Giga Inferno instead of the Giga Tesla found at TH12. When the Town Hall is destroyed, its explosion can slow nearby attacking units. This makes troop movement after the Town Hall falls an important part of the layout rather than treating the Town Hall as only a star objective.
Royal Champion Pathing
The Royal Champion targets defenses and jumps over walls, so conventional wall compartments do not control her in the same way they control many ground troops. Defensive spacing and target order are therefore important.
Avoid placing an Air Defense, Scattershot, Inferno Tower, X-Bow and Eagle Artillery along one uninterrupted defensive route.
Scattershot Coverage
Scattershots apply area damage and can target ground and air units. Place them where their range covers likely troop groups without allowing attackers to remove both Scattershots from one entry.
Support them with nearby defenses that can pressure Heroes, tanks and small units approaching from different directions.
How to Place Scattershots at TH13
Scattershots are among the most important TH13 defensive buildings. Their placement should create two separate areas of splash pressure rather than one compact zone that can be removed by the same Hero, Siege Machine or troop group.
Separate the Two Scattershots
Separated Scattershots force attackers to handle splash damage in more than one part of the village. This can preserve a dangerous defense for the final section of an attack.
Avoid placing both within the same spell area or along one direct Queen, Royal Champion or Siege Machine route.
Cover Likely Troop Groups
Aim Scattershot coverage toward compartments where support troops are likely to gather behind tanks or Heroes. Building placement should keep those troops inside defensive range rather than guiding them around it.
Protect Them from Early Heroes
Check whether an Archer Queen or Royal Champion can remove a Scattershot from the edge while remaining under healing, invisibility or other support. Add overlapping defenses when the entry is too inexpensive.
Provide Nearby Coverage
Scattershots should not defend an isolated section alone. Inferno Towers, X-Bows, Teslas, traps and defending Heroes can pressure attackers who move close enough to target them.
Common Scattershot Placement Mistakes
- Grouping both Scattershots: one protected entry may remove both of the base’s main splash defenses.
- Exposing them near the edge: Heroes or ranged troops may remove them before the main army is deployed.
- Leaving them unsupported: attackers may move close to a Scattershot without facing enough nearby defensive pressure.
- Placing them beside every major defense: the resulting area may provide excessive spell or Siege Machine value.
- Ignoring air coverage: Scattershots target air troops, so their position should support Air Defenses and Sweepers as well as ground defenses.
Planning against the Royal Champion
The Royal Champion changes defensive pathing because she moves from one defense to another and can cross walls. A layout that appears well compartmentalized may still provide her with an efficient chain of valuable targets.
Break Straight Defensive Lines
Offset important defenses so the Royal Champion must change direction between targets. A direct line of defenses can allow her to remove several buildings while receiving continuous spell or equipment support.
Create Defensive Crossfire
Place defenses so a Royal Champion attacking one building remains inside the range of several others. One isolated defense is easier to remove than a target supported from different angles.
Protect Back-End Defenses
Save traps and defensive coverage for the Royal Champion when she is commonly used near the end of an attack. Do not place every Skeleton Trap or high-value defense on the opening side of the base.
Avoid Grouped Defensive Heroes
Separate defending Heroes when grouping them would allow one spell, equipment activation or troop group to control several Heroes and defenses at the same time.
Building Around the TH13 Giga Inferno
The TH13 Giga Inferno attacks multiple nearby ground and air troops after the Town Hall is activated. Its destruction blast can slow units caught within the area, giving nearby defenses additional time to attack.
A useful layout should consider both the path toward the Town Hall and the direction troops take after destroying it. Walls, storages, traps and other buildings can keep surviving units inside the affected area or force them into an inefficient route toward the remaining defenses.
Central Town Hall
A central Town Hall can remain active for longer and may force attackers through several defensive layers. This position can support an anti-2-star design, but it should not create one overloaded compartment containing every major defense.
Offset Town Hall
An offset Town Hall can pull the attacking army away from the Eagle Artillery, a Scattershot or a dangerous back-end compartment. The route should create a meaningful trade-off instead of offering an inexpensive star.
Teaser Town Hall
A teaser-style Town Hall encourages entry from a predictable side. Traps, defensive Heroes and surrounding defenses must punish that choice, or the placement simply provides an easy Town Hall takedown.
Town Hall Slow Zone
Inspect where troops are likely to travel after the Town Hall is destroyed. Avoid giving surviving units a direct route out of the affected area and toward the next important defensive objective.
Balancing the Town Hall, Eagle Artillery and Scattershots
The Town Hall, Eagle Artillery and two Scattershots are four major objectives that can influence an attacker’s entry decision. Their placement should create competing priorities rather than one obvious route through all of them.
Separated Defensive Objectives
Separating these buildings can force attackers to choose between early Town Hall security, stopping the Eagle Artillery and removing a Scattershot. Defenses left behind should remain capable of influencing the later attack.
Connected Defensive Zones
Place major defenses in supporting areas only when walls, compartments and spacing prevent one protected troop group from removing several objectives together.
Important Defensive Zones at TH13
TH13 contains several high-value buildings that attackers may try to remove before deploying the main army. Avoid placing all of them within one Hero path, spell area or Siege Machine route.
- Town Hall zone: create meaningful Giga Inferno and slowing blast value without building one overloaded central core.
- Scattershot zones: create separate splash-damage areas that cover likely ground and air troop groups.
- Eagle Artillery zone: protect it from an inexpensive early entry while avoiding excessive value beside the Town Hall.
- Inferno Tower zones: balance single-target and multi-target coverage according to the armies appearing in your defense log.
- Air-defense zones: separate Air Defenses, Sweepers and air traps so one entry cannot remove the complete network.
- Clan Castle zone: avoid a route that allows defensive troops to be activated and removed safely before the main deployment.
- Defending Hero zones: create several defensive encounters instead of grouping all Heroes in one compartment.
- Royal Champion route: avoid arranging important defenses in one uninterrupted sequence.
- Back-end zone: preserve enough damage to challenge troops that survive the Town Hall and first Scattershot area.
Common TH13 Ground Attack Threats
TH13 attackers can combine four Heroes, Hero Equipment, Siege Machines, Clan reinforcements and several ground or mixed armies. No layout should be described as capable of stopping every possible strategy.
Hybrid Miner and Hog Rider Armies
Hybrid armies combine Miners and Hog Riders with Hero funneling and healing support. Because both main troops move through defenses differently, layouts should avoid one broad and predictable route through the core.
Place Giant Bombs, splash defenses and defending Heroes along realistic defense-to-defense paths rather than filling unused gaps.
Yeti and Smash Armies
Yetis, Bowlers, Witches and other support troops may move behind Heroes or tanks inside one protected group. Avoid creating a straight route connecting the Eagle Artillery, Scattershots, Town Hall and several Inferno Towers.
Queen Charge Entries
A Queen Charge may remove a Scattershot, defending Hero, Clan Castle troops and another important defense before the main army begins. Separate these targets so one Queen route cannot collect the complete value.
Siege Barracks Funnels
The Siege Barracks deploys outside the village and releases troops over time, helping attackers clear one side and shape the route of the main army. Keep important edge defenses covered so the funnel cannot be created without risk.
Common TH13 Air Attack Threats
Dragon Rider Armies
Dragon Riders target defenses and can move directly between important defensive buildings. Avoid placing Air Defenses, Scattershots, Inferno Towers and the Town Hall along one simple flight path.
Dragon and Electro Dragon Armies
Dragons and Electro Dragons can punish weak air coverage, predictable Sweepers and closely grouped buildings. Use spacing to reduce chain value and create less direct routes toward the Town Hall.
LavaLoon Attacks
Lava Hounds can absorb Air Defense fire while Balloons travel between defensive targets. Spread air traps and splash coverage across likely paths instead of placing every trap near the first Air Defense.
Battle Blimp Entries
Battle Blimps can carry troops toward the Town Hall or another protected compartment while bypassing walls. Place Seeking Air Mines and other traps along realistic Blimp routes rather than scattering them randomly.
Ground Defense at TH13
TH13 ground defense depends on the relationship between walls, Inferno Towers, Scattershots, X-Bows, Bomb Towers, Giant Bombs, Teslas and defending Heroes. Walls should influence movement, but they should not be the only feature keeping troops away from important defenses.
Create Multiple Ground Routes
Use compartments and building offsets to make troops choose between objectives. One wall opening should not connect every important defense in a straight line.
Protect Single-Target Damage
Single-target Inferno Towers can pressure Heroes and high-hitpoint troops. Protect them from inexpensive early removal and support them with splash defenses that handle groups of smaller units.
Use Trap Zones Deliberately
Place Giant Bombs and Skeleton Traps where Miners, Hog Riders, Heroes or other ground units are likely to group after crossing a compartment or changing targets.
Preserve Back-End Damage
Keep enough ground-targeting defenses active after the Town Hall falls. A base that uses all of its defensive strength in the first compartment may become easy to finish.
Air Defense at TH13
Anti-air strength depends on the relationship between Air Defenses, Sweepers, Scattershots, Archer Towers, Wizard Towers, air traps and defending Heroes. One isolated Air Defense cannot control a complete flight path by itself.
Reduce Electro Dragon Chain Value
Increase spacing between valuable buildings where practical. Avoid predictable building lines that allow chain attacks to move directly toward the Town Hall, Eagle Artillery or a Scattershot.
Review Sweeper Directions
Air Sweepers should protect likely Dragon, Balloon, Dragon Rider and Blimp routes. After copying a base, confirm that their directions support the actual defensive plan.
Separate Air Defenses
Do not allow one Queen Charge, spell group or Siege Machine route to remove several Air Defenses before the main air army is deployed.
Protect the Back-End Air Zone
Preserve Seeking Air Mines, Air Bombs and air-targeting defenses for troops that survive the opening section. Avoid placing every air trap along the same obvious entry route.
TH13 War Layout or Trophy Layout?
A war attacker can study the base and prepare a specific army, equipment setup and entry plan. War layouts therefore benefit from uncertain pathing, separated defensive objectives and traps aimed at likely custom attacks.
Trophy and regular defensive layouts may face a broader range of armies over several battles. They need balanced ground and air coverage and should avoid one weakness that can be repeated by many attackers.
Choose a War Layout When
Your priority is preventing a planned three-star attack, preserving difficult back-end defenses and forcing attackers to divide Heroes, spells and troops between multiple objectives.
Choose a Trophy Layout When
Your priority is broad performance against several army combinations and reducing repeated high-destruction results across multiple defensive battles.
How to Choose a TH13 Layout from This Page
Begin with the purpose of the layout rather than selecting the most compact or unusual-looking design. Farming, anti-2-star and anti-3-star bases should be evaluated according to different objectives.
- Choose the correct category: decide whether your main goal is war, farming, trophy defense, resource protection, air defense or star denial.
- Inspect the Town Hall route: identify which Heroes, troops and Siege Machines can reach the Giga Inferno from each side.
- Review both Scattershots: confirm that they cover different routes and cannot be removed from one entry.
- Check Royal Champion pathing: avoid one continuous sequence of valuable defensive targets.
- Review the Eagle Artillery relationship: decide whether it creates a separate objective or excessive value beside the Town Hall.
- Inspect air coverage: review Air Defenses, Sweepers, Scattershots, traps and likely Dragon, Balloon or Dragon Rider routes.
- Inspect ground routes: check walls, Inferno coverage, Giant Bomb areas and likely Miner, Hog Rider or smash-army movement.
- Review Town Hall pathing: determine where surviving troops travel after the Town Hall is destroyed.
- Check the back end: enough defensive power should remain after the attacker reaches the first major objective.
- Match your upgrade levels: a copied base may perform differently when its Scattershots, Heroes, defenses or walls are still upgrading.
How to Use TH13 Copy Links
Open the copy link for the layout you want and review the complete design in the Clash of Clans Layout Editor. Confirm that every building, wall, trap, defense and Hero position has been placed before saving or activating the layout.
After copying, inspect Inferno Tower modes, X-Bow settings, Air Sweeper directions, defensive Hero positions, Clan Castle placement, Town Hall access, Scattershot coverage and trap groups.
Treat the copied layout as a starting design. Make targeted adjustments according to your upgrade levels and the attack routes shown in your defensive replays.
Common TH13 Base-Building Mistakes
- Grouping both Scattershots: one Hero or Siege Machine entry may remove both splash defenses.
- Building one overloaded core: grouping the Town Hall, Eagle Artillery, Scattershots, Clan Castle and defending Heroes can provide excessive value.
- Ignoring Royal Champion pathing: walls do not prevent her from moving directly between defensive targets.
- Exposing important defenses: a Queen Charge may remove several buildings before the main army is deployed.
- Ignoring the Town Hall destruction effect: troop movement after the Town Hall falls should be part of the design.
- Creating excessive chain value: grouped buildings can make Electro Dragon attacks more efficient.
- Leaving one complete ground route: one smash or hybrid army should not move directly through every major objective.
- Using every trap at the entry: attackers may face little remaining trap pressure near the back end.
- Designing only against one army: a ground-focused layout may leave an obvious air path, and the reverse is also true.
- Copying defensive settings without review: Inferno modes, X-Bow settings and Sweeper directions should support the actual design.
- Replacing a layout after one replay: evaluate repeated attack patterns before deciding that the complete base has failed.
When Should You Change Your TH13 Layout?
Adjust the layout when several defensive replays show the same successful entry, Royal Champion route, Queen Charge, Siege Machine path, Town Hall approach, air funnel or unprotected back-end compartment.
Begin with a targeted adjustment rather than replacing the complete layout. Change a wall opening, move an exposed Scattershot, separate defensive targets, alter a trap group, reposition a defending Hero or strengthen the final section of the village.
Review additional defensive battles after each meaningful change. Changing too many elements at once makes it difficult to identify which adjustment improved or weakened the layout.
Why Rotating TH13 Layouts Can Help
Layout rotation can be useful when opponents recognize the same design or when one base repeatedly performs poorly against the armies common in your current league or Clan War environment.
Rotation should be based on defensive evidence rather than a fixed schedule. Keep separate layouts for war, farming, trophy defense and anti-air use when those goals require different Town Hall positions and defensive structures.
How These TH13 Layouts Are Reviewed
Layouts may be community-submitted or editorially reviewed for their Town Hall level, image, category, visible structure and copy-link availability. Publication does not automatically mean that a layout has undergone controlled defensive testing.
Visit the layout review methodology to learn how submissions, descriptions, corrections, review labels and testing information are handled.
Explore this page to choose a TH13 base layout for war, farming, trophy defense, resource protection, air defense or star denial. No Town Hall 13 Clash of Clans base can guarantee a successful defense. Review your defensive replays and adjust Scattershot positions, Royal Champion paths, Town Hall access, defending Heroes, traps, walls and back-end compartments according to the attacks you actually face.