TH14 War Coc Layout | Anti Air / Electro Dragon E-Air Master
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Strategy Explanation
This TH14 war/legends layout is built to punish Electro Dragons and mass air. The Town Hall sits in the right-side core compartment rather than on the edge, with layered walls and high-HP storages buffering it. Channels and small box compartments carve the base into awkward paths so e-Drags struggle to chain through key defenses in one line. Sweepers are aimed across the middle lanes to push drags away from the Town Hall, while multi-target coverage and spread Air Defenses force long spells and split flights. Heroes are meant to be pulled off-course by side compartments and utility buildings, delaying a clean TH dive and making a late star common.
Strengths
- Anti–Electro Dragon pathing: Staggered storages and offset defenses break chain value and create split flights.
- Town Hall not free: Right-core placement with multiple layers and builder huts demands a committed blimp or a long hero charge.
- Eagle and CC core pressure: Eagle Artillery sits left of center and the Clan Castle is central, making early coco-loons or a shallow charge insufficient.
- Tri-Inferno spread: Infernos on the top core, bottom core, and right inner island cover each other and punish both air swarms and hero dives.
- Scattershot crossfire: One scatter is near the lower-middle, the other toward the upper-right interior, creating overlapping splash on the main approaches.
- Legend-friendly time control: Side lanes are lined with collectors and storages, slowing hero funnels and delaying main spell timing.
Base Overview (What You See)
- Town Hall in a right-side inner box with nearby builder huts and X-Bow support.
- Clan Castle central; Eagle Artillery left of center.
- Infernos on three small islands: top core, bottom core, and right-inner box.
- Scattershots split lower-middle and upper-right interior for diagonal splash.
- Air Defenses spaced around the ring, each backed by point defenses to punish drags after freeze fades.
- Long wall channels and dead zones that break queen pathing and limit chain value.
Recommended CC & Trap Setup
For war, use one of these:
- Ice Golem + Ice Golem + Headhunters + Archers: Stalls rages and shreds heroes during a TH dive.
- Hound + Super Minions: Excellent versus air starts; baits an early poison.
Stack Seeking Air Mines on the most likely e-Drag flight lanes toward the Town Hall and place Red Air Bombs around scatter compartments to catch balloons following a blimp or slammer.
Attacking Notes for Scouts
- Queen Charge from 10–11 o’clock aiming Eagle and CC is your safest opener; keep a freeze for core Infernos.
- Rage + Invisibility blimp from 2–3 o’clock can snipe the Town Hall if a sweeper is first neutralized.
- For ground, a Warden walk on the heavy collector side creates a clean channel into the scatters, then jump into the core islands.
Legend League Tips
- Rotate the sweepers between days to change e-Drag angles.
- Swap an Inferno to single if your defense log shows repeated hero charges through the right core.