Hard TH14 Troll / Funny Coc Layout | Star Shape
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Strategy Explanation
This TH14 war layout is a classic troll build with a huge empty core drawn into a sharp eight-point star. The star is made entirely from wall strips, leaving no defenses in the middle. All the real power sits on the perimeter: defenses and storages form a thick outer ring, with the Town Hall tucked high toward 12 o’clock behind a short line of buildings. Troops that step inside quickly find there’s nothing to hit, so they peel back out and start circling.
The aim is simple: waste time and scramble pathing. Queen Charges struggle because there’s no obvious compartment to step into; healers drift around the edges and get picked at by rim defenses. Ground spam gets split by the diagonal wall points, while the big empty airspace makes Blimps fly forever—perfect for Seeking Air Mines and a Tornado if you choose to hide them near the center. With most heavy hitters on the rim shooting inward, you get steady chip damage while attackers chase the ring.
Strengths
- High time-fail potential. The star core forces long walks and awkward funnels.
- Anti-Queen Charge. No central anchor; walls push her path sideways and healers into danger.
- Blimp tax. Long flight paths over dead space are ideal for SAMs and a central Tornado.
- Anti-funnel visuals. The symmetrical star baits lopsided drops that split armies around the ring.
- Perimeter crossfire. Rim defenses shoot inward at clumped troops that hug the edges.
Setup & Trap Tips
- Place a Tornado Trap just inside the star center or slightly offset toward the Town Hall line to catch Blimps.
- Ring the inner tiles with Seeking Air Mines; sprinkle Red Air Bombs along the longest Blimp lanes.
- Use Spring Traps on the short bridges leading from the star points back to the rim to toss Hogs/Bowlers.
- Split hero altars around the edges so Headhunters can’t snipe multiple heroes with one spell set.
- Clan Castle idea: 2 Ice Golems + Archers or Ice + Super Minions to stall and punish hero dives.
How to Defend With It
- Scout opponents: if they love air, stack more SAMs along their typical entry side.
- Rotate small buildings on the Town Hall edge to change Flinger angles between wars.
- Move one heavy defense every war or two so practiced hits don’t translate.
Attacker’s Scouting Notes
- Pick a weak edge for a Warden Walk, then Blimp the Town Hall early to lock the 2-star.
- For E-Drags, clear a corner first so chains don’t stall on spread trash.
- Bring extra time—cleanup troops are mandatory because the star wastes seconds fast.