COC Bases: Best TH13 Anti 3 Star Layouts (Copy Links)
Defend against 3-star attacks with strong TH13 anti-3 layouts built to break funnels, punish blimps, and force mistakes. Copy any base instantly with 1-tap links.
How to Choose the Best TH13 Anti-3-Star Base
A TH13 anti-3-star base is designed to make the complete
village clear more difficult. The goal is not only to protect the Town Hall;
the goal is to preserve enough defensive value, trap pressure, pathing problems
and back-end damage to stop the attacker from finishing every building.
The best TH13 anti-3-star layout should separate the Town
Hall, Eagle Artillery, Scattershots, Inferno Towers, Air Sweepers, X-Bows,
defending Heroes, Clan Castle value and traps so one Battle Blimp, Queen
Charge, Hero dive or Smash entry cannot remove the full defensive plan.
Use the layouts on this page as starting designs for Clan Wars, Clan War
Leagues, Friendly Challenges or any defense where stopping the full clear is
the main goal. Compare Town Hall access, Eagle Artillery value, Scattershot
separation, Battle Blimp routes, Queen Charge paths, ground paths, air routes,
Clan Castle activation, trap distribution and back-end strength before choosing
a base. No TH13 layout can guarantee that every three-star attempt will fail.
Separate Major Defensive Value
The Town Hall, Eagle Artillery, Scattershots, Inferno Towers, X-Bows, Air Sweepers and defending Heroes should not all be reachable from one planned entry.
Objective separation forces attackers to divide Heroes, spells, Siege Machine value and cleanup timing between different sections of the village.
Preserve Back-End Damage
A strong anti-3-star base keeps meaningful defenses active after the Town Hall or opening section falls.
The final section should still include splash, single-target, air-targeting, trap, Clan Castle or defending Hero pressure that surviving troops must handle with limited support.
Break Clean Attack Flow
Offset compartments, defended funnel buildings and varied wall structure can make it harder for a planned attack to move smoothly from the opening into the core and back end.
The goal is controlled pathing, not random walls. Troops should be pulled into choices that cost time, spells or Hero ability value.
Use Traps with a Purpose
Anti-3-star trap placement should follow likely troop, Hero and Siege Machine routes. A trap is more useful when the layout gives attackers a realistic reason to cross it.
Avoid placing every trap near the Town Hall. Anti-3-star bases need pressure in the opening, middle and final sections.
What Is an Anti-3-Star Base at Town Hall 13?
An anti-3-star layout focuses on preventing the full clear. This is different from trying to stop every attacker from getting one or two stars. A base may intentionally allow the Town Hall or a two-star result if enough defensive strength survives to stop the final compartments from being cleared.
At TH13, this trade-off is shaped by the Giga Inferno, Eagle Artillery, Scattershots, Inferno Towers, Air Sweepers, Clan Castle troops, defending Heroes, Battle Blimp routes, Queen Charge paths, Smash entries, air attacks and cleanup timing.
A useful anti-3-star base should not allow one opening plan to remove all of those problems together. If the attacker can take the Town Hall, Eagle Artillery, both Scattershots, key Infernos and the best back-end route in one push, the layout may give too much early value.
Different from Anti-2-Star
Anti-2-star bases focus on denying the Town Hall-plus-50-percent combination. Anti-3-star bases focus more on surviving the full attack, even if the Town Hall and two stars are eventually secured.
Different from War Bases
A war base can be anti-2-star, anti-3-star or balanced. This page is narrower and focuses specifically on preventing the complete clear.
TH13 Defenses That Matter in Anti-3-Star Design
Town Hall 13 anti-3-star design is shaped by the Giga Inferno, Eagle Artillery, Scattershots, Inferno Towers, X-Bows, Air Sweepers, Clan Castle troops, defending Heroes and traps.
These defenses should create problems in different attack phases. If one entry removes the Town Hall, Eagle Artillery, both Scattershots, key Infernos, Clan Castle value and the strongest Hero pressure, the remaining layout may not have enough damage to stop the full clear.
Town Hall Giga Inferno
The TH13 Town Hall can punish grouped troops around the Town Hall section and influence how attackers spend spells, Heroes and Siege Machine support.
Use this pressure as part of the defensive plan, but do not place every important defense beside the Town Hall. A successful Town Hall takedown should not solve the complete base.
Eagle Artillery and Scattershots
Eagle Artillery and Scattershots should create pressure in different attack phases. If all three are removed from one entry, the rest of the attack may become easier to finish.
Separate major splash and long-range damage so attackers must choose which section to remove first.
Inferno and X-Bow Coverage
Inferno Towers and X-Bows should support both air and ground defense. Their modes should match the expected routes and the rest of the base’s damage profile.
Review Inferno and X-Bow settings after copying a base because incorrect settings can weaken the intended anti-3-star structure.
Defending Hero Pressure
Defending Heroes can make Queen Charges, Hero dives, Royal Champion routes and cleanup plans more expensive when they support active defenses.
Avoid placing every defending Hero where one entry removes them before the middle or back end of the attack begins.
Planning the Town Hall Position
Town Hall position affects star value, Battle Blimp routes, Giga Inferno timing, Hero pathing and how much defensive value attackers can remove with one commitment. Central, offset and teaser-style Town Halls can all work when the rest of the layout supports the intended anti-3-star trade-off.
Central Town Hall
A central Town Hall can require attackers to pass through several defensive layers and spend important spells, Heroes or Siege support before reaching it.
Avoid building one overloaded core where a single Battle Blimp, Queen Charge or central push removes the Town Hall, Eagle Artillery, Scattershots, Infernos and strongest Hero pressure together.
Offset Town Hall
An offset Town Hall can pull attackers toward one side while strong back-end defenses remain elsewhere.
This can create a useful anti-3-star trade-off when securing the Town Hall leaves the attacker with a difficult route through the rest of the village.
Teaser-Style Town Hall
A teaser Town Hall encourages attackers to enter from a predictable side. That route should contain traps, defending Heroes, Clan Castle pressure and overlapping damage.
Without a clear punishment plan, an accessible Town Hall may simply become an inexpensive first objective.
Town Hall and Back-End Separation
Reaching the Town Hall should not remove the complete defensive plan. Preserve meaningful splash, air-targeting, single-target, Hero and trap pressure in another section.
Planning against Battle Blimps
Battle Blimps are one of the most important threats to inspect on a TH13 anti-3-star base. A successful delivery can remove too much value when the Town Hall, Eagle Artillery, Scattershots, Infernos and Clan Castle pressure are grouped together.
Separate Landing-Zone Value
One Battle Blimp should not remove the Town Hall, Eagle Artillery, both Scattershots and several major defenses while also opening a simple route for the main army.
Review Direct and Diagonal Routes
Inspect Battle Blimp approaches from every deployment side. The shortest path is not always the route a planned attacker will choose.
Use Layered Air Trap Pressure
Seeking Air Mines, Air Bombs, Air Sweepers, Tornado Trap placement and nearby defenses should influence several likely delivery routes.
Account for Protected Blimps
Attackers may support a Battle Blimp with spells, Hero abilities or equipment. Do not assume one air trap or one Sweeper will stop every delivery.
Planning against Queen Charges and Hero Entries
Queen Charges and Hero dives can remove the Town Hall, Eagle Artillery, Scattershots, Clan Castle troops, Air Defenses or important funnel buildings before the main army begins. A TH13 anti-3-star layout should make these entries expensive and limit the follow-up path they create.
Limit Early Hero Value
One Queen Charge or Hero dive should not remove the Town Hall, Eagle Artillery, Scattershot, Clan Castle value and a clean path into the back end together.
Use defending Heroes, traps, Clan Castle pressure, Inferno coverage and compartment depth to make high-value entries require real investment.
Protect the Follow-Up Section
Even when a Hero entry succeeds, the remaining army should still face a difficult transition into the middle or final compartments.
Avoid one entry that clears the funnel and also opens the next major objective for free.
Planning against Ground and Smash Attacks
TH13 ground attacks may use Queen Charges, Smash pushes, Yetis, Super Bowlers, Witches, Miners, Hog Riders, Heroes, the Royal Champion and Siege Machines. Anti-3-star layouts should avoid one straight path through every major objective.
Break Direct Defensive Lines
Do not place the Town Hall, Eagle Artillery, Scattershots, Inferno Towers, Clan Castle and back-end defenses along one simple ground route.
A planned ground attack should need to redirect, split or spend additional support to reach the next important section.
Use Offset Compartments
Offset compartments can separate the main army from support troops or pull the push away from the strongest back-end defenses.
Avoid random wall openings that create easier access without a defensive reason.
Review Miner and Hog Paths
Miners and Hog Riders move between defensive targets. Place Giant Bombs, Spring Traps and Skeleton Traps according to likely target order rather than random wall gaps.
Preserve Single-Target Pressure
Single-target Infernos, defending Heroes and protected core defenses should challenge Heroes and high-hitpoint troops at different stages of the attack.
Planning against TH13 Air Attacks
TH13 anti-3-star bases should also account for Electro Dragons, Dragons, Balloons, Lava Hound-style attacks, air-supported Blimps and flying cleanup. Losing the complete anti-air network early can make the final phase easier.
Use Controlled Chain Spacing
Separate important buildings enough to reduce repeated Electro Dragon chain value. Avoid excessive spacing that leaves isolated defenses and simple cleanup.
Protect Air Defenses and Sweepers
One Hero entry should not remove an Air Defense, Air Sweeper, Inferno Tower and another major objective together.
Preserve Back-End Air Damage
Air Defenses, Inferno Towers, X-Bows, traps and defending Heroes should remain active after the first air section falls.
Review Balloon Target Order
Balloons move between defensive targets. Place Air Bombs and supporting splash damage where Balloons are likely to gather or change direction.
Defensive Clan Castle Planning
Defensive Clan Castle troops can interrupt Queen Charges, delay the main army and force extra spell usage. Their value depends on activation range, troop composition and nearby defensive coverage.
Avoid an Easy Lure
Check whether one inexpensive troop or Hero can activate all reinforcements and pull them into a safe area before the main army is committed.
Support the Reinforcements
Clan Castle troops should fight while nearby defenses remain active. Reinforcements fighting alone outside the village are easier to isolate and remove.
Recommended Trap Principles for TH13 Anti-3-Star Bases
Trap placement should follow realistic troop, Hero and Siege Machine movement. These ideas are starting principles rather than guaranteed combinations.
- Tornado Trap near active defenses: use its delay where nearby towers can continue attacking a Battle Blimp, Hero group or main army.
- Seeking Air Mines on likely Blimp routes: cover direct and diagonal paths toward the Town Hall, Eagle Artillery or core.
- Air Bombs on grouped flight paths: place them where Balloons or other flying troops are likely to gather.
- Giant Bombs on ground routes: position them where Miners, Hog Riders or support troops are likely to move between defenses.
- Spring Traps on important crossings: current Spring Traps target one qualifying troop, so place them where that disruption can affect movement or timing.
- Skeleton Trap modes: choose ground or air according to the Hero, troop or Siege route being defended.
- Preserve back-end traps: avoid committing every trap to the Town Hall or opening section.
How to Compare TH13 Anti-3-Star Layouts
Do not choose a layout only because it looks complex, asymmetrical or widely spaced. Compare whether it preserves meaningful defensive value after the opening and Town Hall sections are attacked.
- Inspect Town Hall access: identify the commitment needed to secure it and the route available afterward.
- Review Eagle Artillery placement: check whether one entry removes it with the Town Hall and several splash defenses.
- Check Scattershot separation: one push should not remove both Scattershots and the main core together.
- Review Battle Blimp paths: inspect direct and diagonal approaches toward the Town Hall and core.
- Review Queen Charge routes: one charge should not remove too many major objectives early.
- Review ground paths: avoid one straight route through the complete village.
- Check Air Sweeper directions: make sure they influence realistic air and Blimp approaches.
- Inspect Clan Castle activation: avoid an inexpensive lure before the main army is committed.
- Review defending Hero positions: Heroes should support important routes instead of being removed too early.
- Check the back end: meaningful defensive damage should remain after the opening and Town Hall sections fall.
How to Use TH13 Anti-3-Star Copy Links
Select a TH13 anti-3-star base copy link to open the design in the Clash of Clans Layout Editor. Confirm that every available building, defense, wall and trap has been placed before saving the layout.
After copying, review Town Hall placement, Eagle Artillery placement, Scattershot separation, Inferno Tower modes, X-Bow modes, Air Sweeper directions, Skeleton Trap modes, defending Hero positions, Clan Castle troops if used by your defensive setup and all trap positions.
Check whether newly upgraded or previously unplaced buildings remain outside the saved design. Missing buildings can change spacing, troop pathing, Battle Blimp value, Hero routes and back-end pressure.
A working one-tap copy link makes installation easier, but it does not prove that the layout has undergone controlled testing or guarantee that every three-star attempt will fail.
Testing a TH13 Anti-3-Star Base
Friendly Challenges can reveal obvious Town Hall, Clan Castle, Battle Blimp, Queen Charge, air-entry and ground-path weaknesses before the layout is used in an important war, league or defensive slot.
- Test the obvious entry: determine whether the most attractive side gives too much value.
- Test a Battle Blimp route: check whether one delivery can remove several major objectives.
- Test Queen Charge and Hero paths: review whether one entry removes the Town Hall, Eagle Artillery, Scattershots or core defenses too cheaply.
- Test Smash and ground paths: review whether one push connects the Town Hall, core and back end too cleanly.
- Test air plans: check whether Electro Dragons, Dragons or Balloons receive too much value from one side.
- Test Clan Castle activation: determine whether defensive troops can be lured and removed safely.
- Change one feature at a time: targeted adjustments make it easier to understand which change affected the result.
Common TH13 Anti-3-Star Base Mistakes
- Trying to protect every objective equally: anti-3-star design depends on calculated trade-offs and surviving defensive sections.
- Creating an overloaded core: one Battle Blimp, Queen Charge, Hero entry or central push may remove several major defenses together.
- Stacking Town Hall, Eagle and Scattershots: one entry may remove too much TH13 defensive value.
- Ignoring Queen Charge value: one charge may remove several major objectives and set up an easy follow-up.
- Ignoring Royal Champion paths: the attacker may remove key defenses or cleanup buildings more efficiently than expected.
- Leaving an easy Clan Castle lure: reinforcements may be removed before the main army begins.
- Ignoring diagonal Blimp routes: focusing only on the shortest path can leave another delivery angle open.
- Ignoring Air Sweeper directions: the main air or Blimp route may remain unpressured.
- Leaving one direct ground route: a planned push may connect the Town Hall, core and back end without changing direction.
- Using outdated Spring Trap assumptions: Spring Traps now target one qualifying troop rather than launching an entire group.
- Leaving a weak final section: surviving troops may finish the village after the strongest defenses are removed early.
- Replacing the layout after one attack: one three-star result does not necessarily reveal a repeated structural weakness.
When Should You Adjust a TH13 Anti-3-Star Layout?
Review Friendly Challenges and defensive replays for repeated routes. Look for the same Battle Blimp path, Queen Charge route, Hero entry, Clan Castle lure, ground push, Electro Dragon chain, Sweeper bypass, early defending Hero removal or weak final section.
Begin with one targeted change. Adjust an Air Sweeper direction, revise a wall opening, move an exposed defense, separate two high-value buildings, adjust defending Hero pressure or redistribute one trap group.
Review additional attacks after the change. Confirm that the adjustment reduces the original weakness without creating a simpler route for another strategy.
Should You Rotate TH13 Anti-3-Star Bases?
Rotation may help when the same opponent has already studied the layout, when repeated attacks use the same prepared entry or when the attack styles you face change over time.
Do not replace a layout only because it conceded one triple. A focused change may be more useful when the base continues to create difficult finishes against other attacks.
How These TH13 Anti-3-Star Layouts Are Reviewed
Layouts may be community-submitted or editorially reviewed for their Town Hall level, visible structure, category relevance, image quality and copy-link availability. Editorial review may include Town Hall access, Eagle Artillery placement, Scattershot separation, Clan Castle activation, Battle Blimp routes, Queen Charge paths, objective separation, defending Hero value and back-end strength.
Publication does not automatically mean that a layout has undergone controlled testing against every TH13 strategy or experienced attacker. Any layout specifically described as tested should be supported by documented defensive records and a clear testing process.
Read the layout review methodology for information about submissions, editorial checks, corrections and testing labels.
Return to the complete TH13 base layout guide to compare anti-3-star designs with war, anti-2-star, Legend League, defense, farming, hybrid and anti-air categories.
Browse this page to compare TH13 anti-3-star bases, Town Hall 13 anti-three-star layouts and available one-tap copy links. The best design for your village is the layout that separates major objectives, preserves back-end damage, uses defending Hero pressure carefully and addresses repeated attack routes shown in your defensive replays. No TH13 base can guarantee that every three-star attempt will fail.