TH13 War Bases With Copy Links for CWL 2026
Five Town Hall 13 war layouts with copy links, each picked against a specific attack. Queen Charge, Electro spam, Lalo, Yeti Smash, and one all rounder.

Photo by Base Drop
Quick Answer
> Quick answer: Five Town Hall 13 war layouts, each chosen to beat one specific attack rather than to be good at everything. Pick by what your CWL opponents actually bring. If you don't know yet, take the all rounder at the bottom and switch after two defence replays.
What Actually Changes at TH13
Two things, and they matter more than the extra building levels.
The first is the Scattershot. You get two, and they shred Bowlers, Yetis and anything else that clumps. A TH13 layout that buries both Scattershots in the core is throwing away the best defense you just unlocked.
The second is the Giga Inferno. Your Town Hall stops being a Tesla and starts being a flamethrower that also burns everything nearby when it dies. That changes where you put it. Deep, always, and never adjacent to the compartment attackers naturally funnel into.
The knock on effect is that ground armies get harder to run here than at TH12, and air gets relatively better. That's why three of the five below are built with air first in mind.
The Attacks You Will Actually Face in CWL
I read through the last month of top TH13 war attacks before picking these, and the spread is narrower than people assume.
Queen Charge Hybrid is still the most common serious attack. Charge in, open a side, follow with Hogs and Miners.
Electro Dragon spam is the most common lazy attack. It needs almost no skill and it three stars a bad layout every time.
LavaLoon is the attack good players use when your ground defense is tight.
Yeti Smash shows up when your compartments are large enough to walk through.
That's four. Everything else is a variation. Each base below answers one of them.
Against Queen Charge Hybrid
This layout makes the Queen's walk long and boring.
The outer compartments hold storages and collectors only. A Queen entering from any side eats through filler for a long stretch while both Scattershots and the Eagle Artillery chip at her. By the time she reaches anything that matters, the Healers are usually thin.
The Town Hall sits behind the second wall line, not the first, which means the Hog follow up has to cross open ground under Scattershot fire.
Copy this layout into your war base slot
Weak spot: it's soft against pure air. If your opponents are dropping Electro Dragons, skip this one.
Against Electro Dragon Spam
Electro Dragon spam dies to spread air defense and nothing else. This layout is built around that single idea.
Four air defenses sit in a wide diamond, each in its own compartment, none of them reachable from a single side. Both Air Sweepers face outward on opposite corners, so a spam army coming from any direction gets pushed off its line.
The Scattershots are placed to cover the two lanes where Electro Dragons chain best.
Copy this layout into your war base slot
Weak spot: the ground path through the middle is more open than I'd normally accept. Against a clean Queen Charge this gives up more than the first base does.
Against LavaLoon
LavaLoon is a different problem from Electro spam. Balloons path building to building, so spreading air defenses is not enough on its own.
This layout uses the Air Sweepers as the main tool. Both face the natural Balloon entry corners, and the air defenses sit just behind them so a pushed Balloon pack drifts into fire rather than away from it.
The Bomb Towers and Wizard Towers are pulled outward, which is unusual, and it's deliberate. Balloons die on the approach here rather than in the core.
Copy this layout into your war base slot
Weak spot: pulling those defenses out thins the core. A Queen Charge that survives the walk finds the middle soft.
Against Yeti Smash
Yetis want a straight line and big compartments. This layout gives them neither.
Every interior box is small. There is no pocket wide enough for a Yeti pack to spread out in, which keeps them bunched, which is exactly what the Scattershots want.
Both Scattershots sit one ring out from the core rather than beside the Town Hall. That's the change that makes this work. They catch the smash on the way in instead of after the damage is done.
Copy this layout into your war base slot
Weak spot: wall hungry. If your walls are behind, the compartments don't hold and the whole idea falls apart.
The All Rounder
If you don't know what you'll face, run this one.
It isn't the best answer to any single attack on this page. It's the one that never gets embarrassed. Air defenses reasonably spread, compartments reasonably tight, Town Hall deep, Scattershots covering both halves.
I picked this one as the default because it is the layout I'd leave in a CWL slot for a full week without thinking about it again.
Copy this layout into your war base slot
Weak spot: a genuinely good attacker will find the seam. Against the top two players in a Champion league CWL roster, pick a specialist base above instead.
Loading the Link Without Wrecking Your Village
Tap the link on the phone or tablet that runs the game. Clash opens and shows you the layout with a load button.
Choose a war base slot. Not your home village, not your builder base. A war layout in your home village leaves every storage on the outside and your loot gone by morning.
If the link opens a web page instead, the game isn't on that device. Nothing is broken.
One thing the link cannot do is move your walls to a level you haven't unlocked. It also cannot place your traps. It moves buildings and wall positions, and that is all it moves.
Traps Are Yours, Not the Layout's
This is where most copied bases fall down, and it has nothing to do with the layout.
A copy link gives you positions for buildings. Your Giant Bombs, Seeking Air Mines and Skeleton Traps stay wherever you last put them, which is almost never where the new layout wants them.
Spend two minutes after loading. Put paired Giant Bombs on the obvious Hog path. Put Seeking Air Mines on the Balloon approach the Air Sweepers are pushing towards. Leave the Tornado Trap where it can hold a pack inside Scattershot range.
Those five minutes are worth more than swapping between any two layouts on this page.
Reading Your Own Defence Log
After a war, open the replays before you touch anything.
Look for where the funnel formed, not where the base died. Every attack dies eventually. What you want is the corner two different attackers both chose to open.
That corner is your real weakness. Move one Wizard Tower and one Air Defense towards it. Change nothing else.
If you're building a CWL plan rather than a single base, our clan war league guide covers roster order and attack timing, and the older single TH13 CWL base breakdown walks one layout in far more depth than this roundup covers five.
Which One Goes in the CWL Slot
Champion league and above: pick the specialist that matches your most dangerous opponent.
Crystal and Master: the all rounder, every time. The attacks are less consistent, so a base with no glaring hole beats a base with a sharp edge.
Below that: the Electro Dragon answer. That's what you'll see most.
Every layout here came out of our base library, which you can filter by town hall level and base type. If you want to know what the attackers are working with this season, Supercell's September balance notes list the hero equipment changes that shifted the meta.
Frequently Asked Questions
Do I need different bases for CWL and regular war at TH13?
Not usually. The attacks are the same, the stakes are higher. What does change is how much information your opponents have. In CWL your base sits up for a full week, so a layout with one obvious hole gets punished seven times instead of once. That's the argument for the all rounder during CWL and a specialist in regular war.
Where should the Scattershots go at TH13?
One ring out from the core, not directly beside the Town Hall. Scattershots hit hardest against clumped troops, and troops clump on the way in rather than after they've broken into the middle. Placing them too deep means they only fire once the attack has already succeeded.
Will these TH13 links work if I am TH14 or higher?
The link will open, but the layout will not fit properly. You will have buildings with nowhere to go and empty space where the new defenses should be. Load a layout built for your own town hall level. Our base library filters by level so you can pull the right one.
How much does trap placement really matter?
More than the layout does, at this level. Two Giant Bombs on the right tile end a Hog attack outright. The same bombs three tiles away do nothing. A good layout with lazy traps loses to a plain layout with sharp ones most of the time.
Should I rebuild my base after every CWL day?
No. You need two or three replays against the same layout before the pattern means anything. Rebuilding daily means you are reacting to one attacker's skill rather than a real weakness in the base. Two or three replays takes about a day of war, so give it that long. If the same funnel opens on every attack, that is a base problem worth fixing. If three different attackers used three different routes, the base is fine and you met good players.