Search By Tags Filter
(5.0)
59
(5.0)
86
(5.0)
75
(5.0)
63
(5.0)
60
(5.0)
78
(5.0)
787
(3.7)
641
(4.6)
523
(4.8)
958
(4.8)
351
(4.0)
515
< 1 2 >

COC Bases: Best TH13 Anti Everything Layouts (Copy Links)

Defend against every popular TH13 strategy with anti-everything layouts built to stop 3-stars, deny safe 2-stars, and punish air + ground attacks. Copy any base instantly with 1-tap links.

How to Choose the Best TH13 Anti Everything Base

A TH13 anti everything base is best understood as an all-rounder layout. It is not a base that can stop every army, but a design that avoids one obvious weak side against common air, ground, Battle Blimp, Queen Charge, Hero-entry and cleanup plans.

The best TH13 anti everything layout for your village should balance Town Hall access, Eagle Artillery placement, Scattershot separation, Inferno Tower coverage, Air Sweeper direction, defending Hero pressure, outside percentage, trap routes and back-end defense.

Use the layouts on this page as flexible all-rounder designs for everyday defense, war-style practice, Friendly Challenges or general base protection. Compare Battle Blimp routes, Queen Charge paths, Royal Champion value, Electro Dragon chain spacing, ground entries, air trap placement, Eagle Artillery value, Scattershot coverage and trap logic before choosing a base. No TH13 layout can guarantee protection against every attacker.

Balanced Air and Ground Coverage

An anti-everything layout should not focus only on air defense, only on ground defense or only on Town Hall protection. It should create reasonable pressure against Electro Dragons, Dragons, Balloons, Queen Charges, Smash attacks, Miners, Hog Riders, Royal Champion paths and Battle Blimp openers.

Balance does not mean every defense is placed evenly. It means one attack route should not remove the Town Hall, Eagle Artillery, Scattershots, Infernos and back-end damage together.

Separated High-Value Objectives

The Town Hall, Eagle Artillery, Scattershots, Inferno Towers, Air Sweepers, X-Bows and defending Heroes should not all sit inside one compact value zone.

One Battle Blimp, Queen Charge, Hero dive or central push should not remove every major defensive objective at the same time.

Practical Town Hall Protection

The TH13 Town Hall should require a meaningful troop, Hero, spell or Siege Machine commitment. It should not be free from the edge, but it also should not carry the entire defensive plan alone.

After the Town Hall is destroyed, the remaining base should still contain enough splash, air-targeting, single-target, Hero and trap pressure to challenge the follow-up attack.

Trap Routes with a Purpose

“Anti everything” does not mean random traps. Traps should follow realistic troop, Hero and Siege Machine movement across several likely routes.

A flexible TH13 base should distribute trap pressure across Blimp paths, ground entries, air routes and back-end compartments instead of placing every trap near one obvious objective.

What Does Anti Everything Mean at TH13?

“Anti everything” is a common search term, but no Clash of Clans base can truly counter every army, every player and every execution. A better way to evaluate this category is to look for a TH13 all-rounder layout with no easy single weakness.

A useful all-rounder base should make attackers think carefully about the entry side, Siege Machine choice, Hero commitment, Town Hall route, Eagle Artillery value, Scattershot access, Air Sweeper direction and cleanup timing. It should not depend only on one hidden trap, one strange wall opening or one overloaded core.

This category is different from a dedicated anti-air, anti-2-star or anti-3-star layout. Anti-everything bases accept trade-offs and aim for balanced resistance across several attack families instead of maximizing one narrow defensive goal.

Different from Anti-Air

Anti-air bases focus more heavily on Dragons, Electro Dragons, Balloons, Battle Blimps, Air Sweepers and air trap routes. An anti-everything base still respects air attacks, but it also needs meaningful ground coverage.

Different from General Defense

A general defense base is broad everyday protection. An anti-everything page is more focused on all-rounder coverage against several specific attack families without claiming to counter all of them.

TH13 Defenses That Shape Anti Everything Layouts

Town Hall 13 design is shaped by the Giga Inferno, Eagle Artillery, Scattershots, Inferno Towers, X-Bows, Air Sweepers, traps, Clan Castle troops and defending Heroes. An all-rounder layout should use these defenses across different phases of the attack.

Town Hall Giga Inferno

The TH13 Town Hall can punish grouped troops around the Town Hall section and influence how attackers commit spells, Heroes and Siege support.

Do not place every important defense beside the Town Hall. A successful Town Hall takedown should not solve the complete layout.

Eagle Artillery Placement

The Eagle Artillery should create pressure beyond the first phase of the attack. If attackers remove it with the Town Hall and Scattershots from one entry, the back end may become easier to finish.

Place it where attackers must make a real choice between early Eagle value and other major objectives.

Scattershot Separation

Scattershots are important splash defenses at TH13. Placing both in one easy value zone can make the layout weaker to Battle Blimps, Smash attacks or Queen Charge entries.

Separate them enough that attackers cannot remove both Scattershots and the complete core with one plan.

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 placement affects star value, Battle Blimp routes, Hero pathing, Queen Charge entries, percentage control 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 base supports the intended trade-off.

Central Town Hall

A central Town Hall can require attackers to pass through several layers and spend important spells, Heroes or Siege support before reaching it.

Avoid building one overloaded core where a single Blimp or central push removes the Town Hall, Eagle Artillery, Scattershots, Infernos and the best defending Hero value together.

Offset Town Hall

An offset Town Hall can pull attackers toward one side while strong defenses remain elsewhere.

Check whether one short Hero route, Queen Charge or direct Battle Blimp path can reach it too cheaply from the deployment edge.

Teaser-Style Town Hall

A teaser Town Hall encourages attackers to enter from a predictable side. That route should include traps, defending Heroes, Clan Castle pressure or overlapping damage.

Without a clear punishment plan, the Town Hall may simply become an inexpensive first objective.

Town Hall and Back-End Separation

Reaching the Town Hall should not remove the full defensive plan. Keep meaningful splash, air-targeting, single-target, Hero and trap pressure in another section.

Balancing Air Defense at TH13

A TH13 anti-everything base should respect air attacks without becoming weak to ground armies. Air Defenses, Air Sweepers, Inferno Towers, X-Bows, traps and defending Heroes should protect more than one section.

Controlled Chain Spacing

Separate important buildings enough to reduce repeated Electro Dragon chain value. Avoid excessive spacing that leaves defenses isolated and easy to clean up.

Air Sweeper Direction

Aim Air Sweepers toward attractive Town Hall, Eagle Artillery, Scattershot or core approaches. Review both direct and diagonal Battle Blimp routes before saving the layout.

Back-End Air Damage

Important air-targeting defenses should remain active after the first air section falls. Do not commit every air trap and Air Defense to the Town Hall side.

Balloon Path Control

Balloons move between defensive targets. Place Air Bombs and supporting splash where Balloons are likely to gather or change direction.

Balancing Ground Defense at TH13

Ground attacks may use Queen Charges, Smash pushes, Yetis, Super Bowlers, Witches, Miners, Hog Riders, Heroes, the Royal Champion and Siege Machines. A balanced TH13 layout should avoid one straight route through every major objective.

Break Direct Ground Routes

Do not place the Town Hall, Eagle Artillery, Scattershots, Inferno Towers, Clan Castle and back-end defenses along one simple ground line.

A ground push 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.

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.

Miner and Hog Paths

Miners and Hog Riders move between defensive targets. Place Giant Bombs, Spring Traps and Skeleton Traps according to likely pathing instead of random gaps.

Planning against Battle Blimps

A Battle Blimp can create too much value when the Town Hall, Eagle Artillery, Scattershots, Infernos and Clan Castle pressure are grouped together. Anti-everything layouts should treat Blimp paths as one of the main comparison points.

Separate Landing-Zone Value

One successful delivery should not remove several major defenses and also create a simple path for the remaining army.

Cover More Than One Route

Review direct and diagonal approaches. Air Sweepers, Seeking Air Mines, Air Bombs, Tornado Trap placement and defensive coverage should influence several likely paths.

Account for Protected Blimps

Attackers may support a Blimp with spells, Hero abilities or equipment. Do not assume one trap or one Sweeper will stop every delivery.

Use Tornado Trap Delay

Place the Tornado Trap where its delay keeps the Blimp, delivered troops or Hero group inside active defensive coverage.

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-everything layout should make these entries expensive and limit the follow-up route 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.

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.

Controlling Outside Percentage

Balanced TH13 layouts should not give attackers a completely safe path around the perimeter. Easy outside percentage creates clean funnels and can make the Town Hall or core entry easier to plan.

  • Cover selected perimeter buildings: avoid giving attackers a safe route through the outside ring.
  • Use storages as buffers: storage hitpoints can slow troops while nearby defenses remain active.
  • Avoid long unprotected rows: several free buildings in a row can create easy percentage and a clean funnel.
  • Protect useful corners: corner buildings can add travel time, but prepared attackers may place cleanup troops early.
  • Preserve interior structures: enough buildings should remain behind defenses to make percentage harder to collect.

Defensive Clan Castle Planning

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 Everything Bases

Trap placement should support multiple realistic routes. These ideas are starting principles rather than guaranteed combinations.

  • Tornado Trap near active defenses: use its delay where nearby towers can continue attacking a Blimp, Hero or troop group.
  • Seeking Air Mines on likely Blimp paths: cover direct and diagonal approaches toward the Town Hall 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 using every trap near the Town Hall or opening section.

How to Compare TH13 Anti Everything Layouts

Do not choose a layout only because it looks compact, symmetrical or difficult to read. Compare whether it gives balanced pressure against the attack families you actually face.

  • Inspect Town Hall access: determine whether a Hero or Siege Machine can reach it too cheaply.
  • 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.
  • Inspect Battle Blimp routes: review direct and diagonal approaches toward the Town Hall and core.
  • Check Air Sweeper directions: make sure they influence realistic air and Blimp approaches.
  • Review ground paths: avoid one straight defensive route through the complete village.
  • Review Queen Charge routes: one charge should not remove too many major objectives early.
  • Inspect Clan Castle activation: avoid an inexpensive lure before the main army is committed.
  • Inspect outside percentage: do not give attackers a free route through half the base.
  • Review trap distribution: traps should cover several likely routes rather than one predictable entry.
  • Review the back end: meaningful defensive damage should remain after the opening and Town Hall sections fall.

How to Use TH13 Anti Everything Copy Links

Select a TH13 anti everything 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, Clan Castle troops if used by your defensive setup, defending Hero positions and all trap positions.

Check whether newly upgraded or previously unplaced buildings remain outside the saved design. Missing buildings can change spacing, troop pathing, percentage control and defensive balance.

Confirm that the copied design is selected as the active defensive layout for the mode you are using. Saving a base in the editor does not always mean the correct defensive slot is active.

A working one-tap copy link makes installation easier, but it does not prove that the layout has undergone controlled testing or guarantee that it will counter every TH13 attack.

Common TH13 Anti Everything Base Mistakes

  • Taking the name literally: no base can counter every army, player and execution.
  • Overcommitting to one threat: a base built only for air may become weak to ground, and the reverse is also true.
  • Creating an overloaded core: one Battle Blimp, Hero entry or central push may remove several major defenses together.
  • Stacking Town Hall, Eagle and Scattershots: one entry may remove too much defensive value.
  • Ignoring Queen Charge value: one charge may remove several major objectives and create an easy follow-up route.
  • Ignoring Royal Champion paths: attackers may remove key defenses or cleanup buildings more efficiently than expected.
  • Ignoring ground pathing: one direct route may carry the army through the entire base.
  • Ignoring Air Sweeper directions: the main air or Blimp route may remain unpressured.
  • Leaving excessive outside percentage: safe perimeter buildings can create easy funnels and destruction.
  • Stacking every air trap near the Town Hall: alternate air routes and the back end may receive little trap pressure.
  • Placing traps randomly: traps should follow realistic troop, Hero and Siege Machine movement.
  • Using outdated Spring Trap assumptions: Spring Traps target one qualifying troop rather than launching an entire group.
  • Replacing the layout after one attack: repeated weaknesses are more useful than one unusual replay.

When Should You Adjust a TH13 Anti Everything Layout?

Review several defenses and look for repeated weaknesses. Examples include the same Battle Blimp route, the same Queen Charge path, easy Electro Dragon chains, safe outside percentage, a Sweeper bypass, an inexpensive Clan Castle lure, a direct ground path or a weak final section.

Start with one targeted change. Adjust an Air Sweeper direction, move one exposed defense, separate two high-value buildings, revise a wall opening, change an Inferno mode, adjust defending Hero placement or redistribute one trap group.

Review additional defenses after the change. Confirm that the adjustment reduces the original weakness without creating a simpler route for another attack type.

Should You Rotate TH13 Anti Everything Bases?

Rotation can help when repeated attacks use the same route or when the attacks you face change over time.

Do not rotate automatically after one loss. An all-rounder base should be judged by repeated patterns, average results and whether one attack family is consistently finding easy value.

How These TH13 Anti Everything Layouts Are Reviewed

Layouts may be community-submitted or editorially reviewed for their Town Hall level, visible structure, all-rounder category relevance, image quality and copy-link availability. Review may include Town Hall access, Eagle Artillery placement, Scattershot separation, Air Sweeper direction, Battle Blimp routes, Queen Charge paths, ground routes, outside percentage, Clan Castle activation, defending Hero value and back-end strength.

Publication does not automatically mean that a layout has undergone controlled testing against every TH13 strategy. Any layout specifically described as tested should be supported by documented defensive results 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-everything layouts with defense, war, anti-air, farming, hybrid, anti-2-star and anti-3-star categories.

Browse this page to compare TH13 anti everything bases, Town Hall 13 all-rounder layouts and available one-tap copy links. The best layout for your village is the design that balances Town Hall access, Eagle Artillery placement, Scattershot separation, Air Sweeper directions, Battle Blimp routes, Queen Charge paths, ground pathing, trap distribution, defending Hero value and back-end coverage against the attacks shown in your defense log. No TH13 layout can guarantee protection against every attacker.