NEW BEST TH13 HYBRID/TROPHY Base 2022 | Town Hall 13 (TH13) Hybrid Base Design – Clash of Clans


If you’re looking for the NEW BEST TH13 HYBRID/TROPHY Base 2022 | Town Hall 13 (TH13) Hybrid Base Design – Clash of Clans, then you have come to the right place. This base is one of the best base for coc Town Hall 13 available on YouTube. This Town Hall 13 coc base layout can be used for Trophy pushing. To know more about this TH13 best coc base, continue reading this post.


Hey guys, Dark BarBarian here, today we’re making a new Town Hall 13 hybrid base and I’m sure you are going to love it, This base is so good because of so many reasons about which I’ll tell you more later. so don’t forget to gothrough with the base analysis where I’ll do a breakdown of the base so that you can understand why I’m putting certain buildings in certain places.

Let’s do the Base Analysis!

The first thing you can notice is that the townhall is well protected in the center because it has some loot in it and it is worth one star, so it is one of the basic rules to keep in mind while making a hybrid base.

At town hall 13, we have a giga inferno present inside the town hall, and when opponents troops step within the range of giga inferno, it gets activated and do lethal damage to enemy troops, and its range covers pretty much most of our important defenses like eagle artillery, inferno, teslas, and scattershot.

One more great thing about this base is the number of compartments this base has, it has so many compartments which help in making the opponent’s attack slower as troops are usually stuck on these walls while the defenses are targeting them.

Now some of you might have a problem with these cannons on why these are placed outside, placing these cannons outside isn’t necessarily a bad thing, on the contrary, I’d say its a good feature of this base, most people use this feature on their bases because it kinda ruins attackers plan, for example, if an opponent wants to attack from this side, instead of going for this side, golems go for the cannon as this is closest defenses they can get to,

while they’ll be going for that cannon, all the defenses on this side will be targeting them, after destroying the cannon golems will go anywhere they want,

what this does is, bring uncertainty to the attack, as opponent’s troops aren’t going where they want them to go, this can potentially lead to panic by the attacker and eventually a fail attack.

Now coming to the defenses, they are placed in such a way that they cover the whole base and the base remains strong from all sides.

Talking about the wizard towers, although wizard towers are not as important as our main other defenses like scattershot, eagle artillery, inferno towers but it is still important to place them at the spots where they’re well protected and their range covers most of the defenses, hence, placing them in different compartments away from one another, would be the most appropriate choice, as you can see wizard towers’ range cover most of the defenses in their range which is exactly what we wanted, so next time when you are making a base yourself or you get it from somewhere else, make sure to check how many defenses are the wizard towers covering in their range, if its barely covering 2 or 3 defenses, then you may want to reconsider their placement.

Mortars are placed towards the outer compartments of the base because we want them to protect us against spam attacks like BARCH, mass goblins, and mass sneaky goblins, but they not only protect the outer buildings of the base they are placed in such a way that they pretty much cover the whole base except the core which is not really required to be covered by the mortar as most low hitpoint spam troops won’t be able to reach there.

Archer towers are situated in each outer compartment with appropriate distances among them, in order to cover the entire bases against air troops, placing them in this way provides a really good balance to the base, thereby making the base more effective against all kinds of attacks whether it is an air attack or ground attack.

Air defenses are placed away from one another in different compartments to protect them from being taken out by lightning spells in a group, and their range covers the whole base. they have air sweepers well paired with them contributing to an increase in the protection against air attacks like lava loon, mass dragons.

Cannons are placed right where they are needed providing the overall balance to the base and making this base perform pretty well against ground attacks.

Inferno towers are placed near the center of the base making the core of the base stronger, and guarding our most important stuff on this base, like X-bows, town hall, wizard towers, dark elixir storage, and air defenses.

You have to set the inferno tower mode according to the armies you’re getting attacked with, if you’re getting attacked with lower hitpoint but higher troop count armies, like miners, bowlers, and witches, then you should set it on multiple mode but if you’re getting attacked with high hitpoint troops like electro dragons, pekkas and golem, then setting it on single-mode would be a better option.

The Xbows are well protected in four different compartments at a distance from one another in such a way they provide protection to our most of the defenses and storages, we’ve set them on both ground and air as we want protection against both air and ground attacks.

We have placed two of our main heroes, archer queen and barbarian king right in the core of the base, alongside our other main defenses, because if they are placed in a spot where they are not easily lurable, they can deal lethal damage to enemy troops, especially to lava loon and hog armies, a queen combined with two air defenses can literally melt a lava hound in few seconds, similarly, barbarian king can deal alot of damage to ground troops like hogs, hence we have made good use of them.

Now coming to storages, they are evenly placed in different compartments, this is the mistake that most beginner base designers make that they place all the storage in the center, and defenses in the outer compartments. so once the attacker break through the compartment of defenses they get access to all the loot.

which is not the case in this base because the storages are placed in different compartments, the attacker has to take out the whole base in order to get all the loot, and we have made sure to not put the same type of storages on one side of the base, for example, if we put both the gold storages on this side of the base, the attacker can take almost all your gold just by taking out this portion of the base. so in order to avoid that. we place them alternatively, just like this base.

The Dark elixir storage is well protected in the middle compartment in the core of the base, so it’s quite well protected, we have also kept our dark elixir drills inside as carelessly throwing them anywhere outside of the base can definitely hurt your dark elixir farming process as opponents would be able to steal it easily

Now coming to the placement of the traps, after observation of so many attacks on this base, spring traps and giant bombs are strategically placed in different compartments according to the pathing of defense attacking troops like hogs and giants, which helps in making this base stronger against ground attacks.

we have placed those bombs out there so that they can take out the wall breakers, which can potentially ruin attackers’ funnel as the troops wouldn’t be able to go inside the base and they’ll end up going for the outer trash buildings which will end up ruining the attack.

these air bombs and air mines are placed next to the air defense which helps us to reduce enemy air troop’s health, so the air defenses can finish them off.

all skeleton traps are set to the air mode to distract air attacking troops like the dragons and electro dragons.

now coming to the outer buildings, they are placed with a distance of two tiles between them to break electro dragon’s chain attack and the gold mines and elixir collector are placed alternatively in different spots instead of placing them all together, as that would make it really easy for opponents to steal your resources from them.

That’s it for the Base Analysis

I’ve left a copy link for this base in the description and the first pinned comment, so that you guys can easily copy this base, I’ll see you guys in the next one.


Using clan castle troops for defending your base is highly recommended as they can put the attacker in trouble by distracting them. Even though the base alone is sufficient to stop most of the attacks used by Town Hall 13 attackers, using the clan castle can help a lot. At Town Hall 13 you can get Maximum of 45 housing space in your clan castle, here are some of my recommendations for CC troops combinations for defense at Town Hall 13 :-

  1. 1 Lava Hound + 1 Head Hunter + 9 Archers (Recommended)
  2. 1 Lava Hound + 2 Head Hunter + 3 Goblins
  3. 2 Super Minnion + 2 Head Hunter + 3 Archers
  4. 1 Inferno Dragon + 2 Head Hunter + 7 Archers
  5. 1 Lava Hound + 1 Ice Golem

Since most people can’t get these troops from their clans, you can also use other troop combinations which are easily available like all wizards, all balloons or any other troop combination but i highly recommend you to have above mentioned troops for best defensive experience at Town Hall 13.


  1. Troops pathing manipulation to walk them over traps 
  2. Air Defenses placed in well protected compartments and compartments in it’s own.
  3. Alot of compartments helps in slowing down troops.
  4. Cannons placed outside as it brings uncertainty to the attack.
  5. Eagle Artillery well protected in core compartment
  6. Wizard Towers in different compartments away from one another.
  7. Scattershots well protected in core of the base
  8. Inferno towers placed in the core of the base
  9. X-bows covers the whole base
  10. Archer Towers in each corner of the base.


If you want to copy this base just click on the Copy Base Button, it will redirect you, from where you can easily copy this base design.

Copy Base

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