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  1. As someone pointed out (thanks, u/Alabama-Getaway!), this is not an “anti-3*” layout as that term is used in CWs. (I’ve been out of the game for a while and haven’t got back into CWs yet, so I may have missed out on some of the finer points.)

    I only mean that this layout has been pretty good on defense in Multiplayer… I have yet to get more than 1* from TH9s or TH10s. (I’ve had 2* from TH11s and one 3* by a TH13… but otherwise, this layout is pretty effective.)

    People tend to approach this base from the corners. This layout makes funneling difficult from the corners. Golems or Giants approaching from 12 o’clock or 6 o’clock are drawn to the exposed cannons, which are covered by Wizard Towers and Mortars. Wallbreakers or Earthquake Spells will help, but the compartments are too spread out for surviving troops to reach the TH. Approaches from 3 o’clock or 9 o’clock usually succeed in clearing the trash buildings, but the open outer compartment tends to draw in ground troops, which still fall under splash damage from the Wizard Towers and Mortars. Generally, I’ve just noticed most people attack from the corners; when they do, they usually don’t break out of that corner, and they never reach the TH.

    So far, the only attacks that hit the TH are from people with high-level Bowlers, Miners, or E-drags. It seems like attacks focusing on those main spokes would do better as well… Maybe opening up those compartments at 2 o’clock (or 8 o’clock). Either way, the best attacks have funneled a side (rather than a corner), if that makes sense… but again, that’s just been my experience so far.

    Maybe this is a terrible design and I’ve just had good luck. Totally possible!

    Edit 1: Link, just in case you want to give it a go: [](

    Edit 2: Dang, I definitely underestimated how seriously people take COC. My bad, dudes, my bad! I already know I’m an idiot, no need for PMs to that effect. I’m just an idiot who wanted to share what has worked recently for me.

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