TH14 War Base for Clash of Clans Anti 3 Star Copy Link
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Strategy Explanation
This TH14 war base plays like an anti 3 star map rather than a simple anti 2 star trap. The Town Hall is placed on the left side in its own protected area, while the rest of the base is stretched across a wide diamond shape with several separated defense islands. That makes the first entry important: if the attacker commits hard for the Town Hall, their main army often has to travel across awkward open space before reaching the stronger back-end defenses.
The middle lane is intentionally uncomfortable. There are open-looking gaps, small wall sections, and empty tiles that can pull troops away from value instead of giving them a clean route. For ground attacks, this can split Yetis, Super Bowlers, Root Riders, or heroes if the funnel is not built properly. For air attacks, the separated Infernos, Scattershots, Air Defenses, and X-Bows make it harder to get one clean spell zone that covers everything.
Strengths
- Good anti 3 star shape: the base is wide enough that armies can run out of time if they lose pathing.
- Town Hall pressure: the TH14 area is reachable, but it costs troops, spells, or a hero plan.
- Split heavy defenses: Infernos and Scattershots are not all sitting together, so one Freeze chain will not solve the whole base.
- Awkward troop movement: the open middle and angled wall lines punish lazy spam attacks.
- Useful for CWL: it is a practical base for coc players who need a copy link war option without using a common ring base.
Town Hall Side Pressure
The Town Hall side is the first thing most attackers will study. It is not buried in the very middle, but it is surrounded by enough defenses and walling that a simple hero dive can become expensive. This is useful in war because many players overcommit for the Town Hall and then have too little left for the far side. Against a safer two-star plan, the base gives percentage, but it tries to make the triple route messy.
Core Pathing and Trap Value
The core has that broken-lane feel you often see in strong clash of clans bases at TH14. Troops do not get one clean highway. Small open areas and staggered walls can cause the Warden group, heroes, and siege machine to separate. Spring traps and giant bombs should be strongest around the lanes where Hogs, Miners, or hybrid troops are likely to cross after taking the Town Hall side.
Air Defense Spread
For air hits, the value is spread well enough to stop an easy Electro Dragon chain through the whole map. The base does not give every major defense in one line, which matters against Dragon Riders and Lalo. Sweepers and seeking air mines should protect the common Blimp angles toward the middle. If your opponents use a lot of Electro Titans or air spam, this clash of coc style spacing is a good reason to copy the layout and test it in friendly challenges.
Hero and Clan Castle Use
Because the base is built around delay and pathing mistakes, defensive heroes should not all be placed where one Queen Charge removes them together. Spread hero pressure helps slow the attack in two stages: first around the Town Hall approach, then again near the back-end Scattershot and Inferno areas. For Clan Castle troops, a mix that stalls heroes works well. Ice Golem, Headhunters, and Super Minions can all fit depending on your clan’s war rules.
Copy Link Notes
If you want a base on clash of clans that feels different from the usual internet boxes, this one is worth saving through the copy layout option. It fits players searching for clash of clans building layout ideas, coc bases, bases in coc, or a base for coc wars. Some players search odd phrases like of clans clash, coc of clans, clash and clans, clasher coc, or clash of clans clash of; the real point is simple: this TH14 map is best used as an anti 3 star war layout, not as a farming base. It is not a clash of clans perfect base, and it is not an open terbuka joke layout, but it gives attackers enough pathing problems to earn defenses in regular war and CWL.