Optimised TH13 War Coc Layout | Anti Air / Electro Dragon Babylonwar

Optimised TH13 War Coc Layout | Anti Air / Electro Dragon Babylonwar
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Built by: Sheraz Ahmed
layouts uploaded: 184
focus: th18 legend league bases
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Strategy Explanation

This TH13 war base is built as an anti–2-star, anti–air layout with a tilted-diamond core and stacked compartments that split pathing. The Town Hall sits low-central (around the 6 o’clock lane) inside its own box, with layered walls and small pockets in front to soak Siege and spells. The Eagle Artillery is opposite at 12 o’clock in a protected pocket, creating a long pull between key objectives. Scattershots anchor the mid-core on the left and right, while Infernos form a triangle around the center to catch heroes and raged air. Air Defenses are spread wide on the ring (roughly 2, 4, 7, and 10 o’clock), never giving Electro Dragons easy chain value. A line of high-HP elixir storages on the 3 o’clock edge slows air pushes and drags chain damage away from critical defenses.

Closed and open channels funnel troops away from the Town Hall and into side compartments, while X-Bows sit just behind the first layer to punish early hero dives. Centralized Air Sweepers angle across the core so that southern or western air entries get pushed sideways, stalling a blimp and forcing extra Freeze value.

Strengths

  • Anti-Electro Dragon: spaced defenses and outer storages break chain value; Sweepers crossfire the main flight path.
  • Anti-blimp to TH: layered walls and the mid Scattershots make direct 6 o’clock blimps risky without double Freeze/Clone commitment.
  • Objective separation: TH at 6 and Eagle at 12 means most armies can’t claim both without significant pathing control.
  • Queen charge tax: narrow channels and offset Infernos force awkward wall breaks and jumps; charges that start for TH rarely reach the Eagle.
  • Time pressure: trash buildings and storages on the right edge stretch funnels and delay hero rotations, increasing 1-star chances on failed dives.

Recommended Clan Castle

  • Anti-air: 2 Super Minions + 1 Ice Golem + 7 Archers (forces early Poison/Freeze and slows E-Drags).
  • Anti-ground: 1 Lava Hound + 2 Headhunters + 4 Goblins (soaks spells and disrupts hero dives).

Builder Notes

  • Keep Air Sweepers angled to disrupt a southern blimp and a western E-Drag line.
  • Place high-HP storages on the 3 o’clock side as shown to deny chain value and waste Rage time.
  • If your war meta is heavy QC Hybrid, tighten the 9 o’clock junction so a single Wall Breaker can’t open two turns.

How to Defend vs E-Drags

  1. Run Ground+Air X-Bows.
  2. Pop Warden ability bait: leave a small gap to tempt early blimp; Sweepers and Scattershots will punish after the pop.
  3. Save a couple of seeking air mines near the approach to the Town Hall to snipe the blimp or the first E-Drag under Rage.
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