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TH13 Clan War Base #2: Open Anti-Three-Star Defense with Separated Core Pressure
TH13 Clan War Layout #2 uses an open anti-three-star structure with the Town Hall slightly offset toward the upper side of the village. Looking at the base itself, the design is clearly not trying to create one oversized central fortress. Instead, its defensive strength is divided between the Town Hall section, the central compartments, and several independent pockets around the outside.
That separation is important in Clan War. Even if one objective is eventually lost, the rest of the village can still retain enough defensive strength to make a three-star finish uncomfortable.
The Town Hall is important without becoming the whole defense
The Town Hall sits inside the lower-central defensive network, while several valuable defenses remain positioned farther away.
This creates a useful defensive trade. If too many major defenses were stacked directly beside the Town Hall, one successful central push could remove most of the base's value in a single phase. Layout #2 avoids that problem.
Instead, Inferno Towers, Air Defenses, X-Bows, and supporting defenses remain relevant from different compartments.
So the defensive idea is not necessarily “never lose the Town Hall.” It is more like: make the Town Hall cost enough that the remaining army struggles with everything left behind.
The open structure keeps troop movement awkward
The wall network contains several medium-sized compartments, with clear gaps between important defensive zones.
At first glance, that openness may seem risky. In practice, it can create awkward troop movement. Units finishing one compartment may be pulled toward another target rather than continuing neatly through the center.
For the defense, that separation is valuable.
A compact army is difficult to stop because heroes and support troops benefit from the same abilities and spells. Once those groups start clearing different sections, the base gets more time to apply damage.
The walls are therefore acting less like simple barriers and more like pathing tools.
Defensive anchors stay spread out
The Air Defenses cover different entry lanes rather than concentrating everything on one side. Inferno Towers also appear separated enough to work as independent defensive anchors.
That spacing reduces easy spell value.
If one section is temporarily controlled, another important defense can remain active elsewhere. This helps the layout maintain pressure through several stages instead of depending on one short burst around the Town Hall.
It also means surviving outer compartments can remain genuinely dangerous late in the raid rather than becoming harmless cleanup zones.
The lower-right side is the main pressure point
The lower-right edge looks like the most accessible side of Layout #2.
The real defensive concern is an opening that secures the offset objective while leaving too much attacking strength intact. If that happens, the rest of the village may not have enough time to punish the surviving force.
For that reason, this area needs to make early progress expensive. Hidden traps, overlapping defensive fire, awkward target selection, or even a forced hero ability could significantly strengthen the later defense.
Why Layout #2 fits Clan War
The strongest feature of TH13 Clan War Base #2 is the difference between a safe star route and a comfortable three-star route.
The Town Hall demands commitment. The open compartments encourage troop separation. Distributed defensive anchors keep the village dangerous after the first objective falls, while remaining buildings can create late cleanup pressure.


