Coc TH13 Anti 2 Star War Base for E-Drag and Legend Hits

A compact TH13 hybrid war layout with the Town Hall protected inside the core, spaced defenses for air hits, and enough outside trash to make funneling less clean.

Coc TH13 Anti 2 Star War Base for E-Drag and Legend Hits
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Built by: Xixader
layouts uploaded: 1
focus: th13 war bases
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Strategy Explanation

This TH13 layout is built around making the attacker work hard for the Town Hall and core value. The base uses a compact diamond-style shape with the Town Hall tucked inside the lower-central core rather than sitting on an easy edge. Around it, the Clan Castle, Infernos, X-Bows, hero platforms, traps, and splash defenses create a dense damage zone that punishes troops once they break into the middle.

The outer ring has enough buildings to force a real funnel, but it is not so packed that Electro Dragons get free chain value everywhere. Air defenses and high-damage point defenses are spread across the compartments, which helps against E-Drag spam, air hybrid attacks, and casual Legend League pushes. For war, the main idea is simple: deny the quick Town Hall grab, pull troops sideways, and make the second star cost spells, heroes, or a long siege path.

Strengths

  • Good anti 2 star setup: the Town Hall is protected by several layers, so attackers cannot easily snipe it with a blimp, Queen walk, or small hero dive.
  • Strong anti-air spacing: air defenses, sweepers, Archer Towers, X-Bows, and splash are spread well enough to reduce easy Electro Dragon chains.
  • Awkward funneling: the diamond shape and uneven outer buildings can pull spam troops around the sides instead of straight into the core.
  • Useful for Legend League: the layout has enough compartment depth to slow common one-hit style attacks and protect percent better than an open ring base.
  • Hybrid value: storages and defensive buildings are placed in a way that gives both war-style protection and everyday trophy defense value.

Town Hall and Core Protection

The Town Hall is not exposed on the edge, which is the main reason this base fits the anti 2 star label. It sits close to heavy defenses and core traps, so an attacker has to commit more than a few balloons or a hero ability to secure it. The nearby Inferno and X-Bow coverage makes the core dangerous for both air and ground troops, especially once the Town Hall weapon activates.

The Clan Castle position also supports this plan. Because it is central, attackers have a harder time pulling the defensive troops early. That can disrupt Queen Charge entries and make spam attacks stall right as they reach the most important section.

Anti Electro Dragon Spacing

This is not a wide-open anti-E-Drag base, but the important defenses are spaced well enough that Electro Dragons do not get one clean chain through the whole core. Storages, gaps, and segmented compartments help break chains between air defenses, Infernos, and the Town Hall area. That matters a lot at TH13, where many attackers still rely on Electro Dragons in war, CWL, and Legend League.

The sweepers and air-targeting defenses force air troops to spend more time under fire. If the attacker starts from the wrong side, E-Drags can drift around the edge while the core stays alive longer than expected.

Funneling and Pathing Traps

The base uses offset compartments and a rotated diamond shape to make straight-line attacks less reliable. Troops entering from a corner can split toward side compartments, while a direct push has to chew through several layers before reaching the Town Hall. This is especially useful against players who drop everything in one line and expect the army to naturally move into the middle.

For best results, keep your Clan Castle filled with troops that punish clumped armies, such as a mix that slows heroes and damages balloons or dragons. If you use the copy layout option, check your trap placement after copying and adjust a few air traps based on the attacks you see most often in your league.

Best Use Case

This TH13 base is a good fit for war, CWL-style anti 2 star defense, and Legend League days where you want to make attackers spend real effort reaching the Town Hall. It is especially useful if your defense log has a lot of Electro Dragon, Dragon, or air spam attempts. It will not stop every planned triple, but it gives you a solid structure for protecting the core and forcing messy attacks.

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