
Base layouts
6 fully interactive TH13 layouts — inspect every building, toggle defense ranges, see what each base is weak to, then customize it in the builder.
An anti-3-star war layout for Town Hall 13: the Town Hall and Clan Castle sit in the walled core, key defenses are split across compartments so one spell package can't clear them, and Air Defenses are spread into separate quadrants against zap-quake.
Design score 90/100
16 compartments · Town Hall walled in · 52/52 defenses placed
Watch out for
Scored by the Clashest base analyzer — geometry heuristics (coverage, spacing, compartments) computed from official building data, not battle statistics.
TH13 farming base #1
TH13 trophy base #2
TH13 trophy base #3
TH13 trophy base #4
TH13 war base #5
TH13 war base #6
TH13 war base #7
Copy links open Clash of Clans on your device with the layout ready to place — they're created and shared by their designers in game, so there's no preview here until you open them.
Straight from the game data — the buildings you unlock, the extra copies you get, and where your level caps move when you reach TH13.
New unlocks
Scattershot×2Extra copies
Bomb+1 → 7
Seeking Air Mine+1 → 7
Spring Trap+1 → 9
Walls300| Building | Count | Max level at TH13 | Change |
|---|---|---|---|
Army Camp | ×4 | 11 | 10 → 11 |
Barracks | ×1 | 15 | 14 → 15 |
Blacksmith | ×1 | 6 | 5 → 6 |
Clan Castle | ×1 | 9 | 8 → 9 |
Dark Barracks | ×1 | 10 | 9 → 10 |
Dark Spell Factory | ×1 | 6 | — |
Helper Hut | ×1 | 1 | — |
Hero Hall | ×1 | 7 | 6 → 7 |
Laboratory | ×1 | 11 | 10 → 11 |
Spell Factory | ×1 | 7 | 6 → 7 |
Workshop | ×1 | 5 | 3 → 5 |
Air Defense | ×4 | 11 | 10 → 11 |
Air Sweeper | ×2 | 7 | — |
Archer Tower | ×8 | 19 | 17 → 19 |
Bomb Tower | ×2 | 8 | 7 → 8 |
Builder's Hut | ×5 | 1 | — |
Cannon | ×7 | 19 | 17 → 19 |
Eagle Artillery | ×1 | 4 | 3 → 4 |
Hidden Tesla | ×5 | 12 | 10 → 12 |
Inferno Tower | ×3 | 7 | 6 → 7 |
Mortar | ×4 | 13 | 12 → 13 |
Scattershot | ×2 | 2 | new |
Wizard Tower | ×5 | 13 | 11 → 13 |
X-Bow | ×4 | 8 | 6 → 8 |
Dark Elixir Drill | ×3 | 9 | — |
Dark Elixir Storage | ×1 | 8 | 7 → 8 |
Elixir Collector | ×7 | 15 | — |
Elixir Storage | ×4 | 14 | 13 → 14 |
Gold Mine | ×7 | 15 | — |
Gold Storage | ×4 | 14 | 13 → 14 |
Air Bomb | ×6 | 8 | 6 → 8 |
Bomb | ×7 | 9 | 8 → 9 |
Giant Bomb | ×6 | 7 | 5 → 7 |
Seeking Air Mine | ×7 | 4 | 3 → 4 |
Skeleton Trap | ×3 | 4 | — |
Spring Trap | ×9 | 8 | 7 → 8 |
Tornado Trap | ×1 | 3 | — |
28 buildings gain new levels at TH13. Source: official game data (footprints, counts and level caps), regenerated each game update.
Deny the enemy all three stars.
Protect your storages and Dark Elixir.
Balance loot protection with trophy defense.
The current meta attack strategies at Town Hall 13 — build your base against these, or take them to war yourself.
Pekka Smash (BoBat)
MediumWar / 3-star · #1 at TH13
A two-pronged attack: the Pekka-Bowler front is strong enough to be a real threat, so the bat wave arrives unopposed. Blueprint's top TH13 pick because both halves independently do two-star damage.
RC Charge Dragons
HardWar / 3-star · #2 at TH13
The Royal Champion is the cheapest way to kill Air Defenses at TH13, and every one she takes makes the Dragon phase exponentially safer. High skill, but it beats the anti-air rings that stop plain mass Dragons.
Sui Lalo
HardWar / 3-star · #3 at TH13
Trading the ground heroes for the Eagle and core anti-air leaves TH13's skies wide open for the Loon ring. The classic pro-style attack at this hall — unforgiving of timing errors, devastating when clean.
Yeti Super Wizard Smash
MediumWar / 3-star · #4 at TH13
Yetis soak while their Yetimites and the Super Wizard chains vaporize everything in the lane — it's a bulldozer with almost no routing decisions. The easiest of TH13's top-tier war armies to actually execute.