Anti 3-Star Base Design Principles
Creating a base that consistently defends against 3-stars requires understanding key design principles.
Principle 1: Time Management
Most attacks fail because they run out of time.
Strategies:
- Create long pathing for troops
- Multiple layers of walls
- Buildings spread to edges
- Force troops to go around, not through
Principle 2: Spell Wasting
Make attackers waste spells on non-essential targets.
Strategies:
- Spread Infernos (can't rage both)
- Separate Eagle from TH
- Multi-compartment design
- Fake openings
Principle 3: Kill Squad Failures
The kill squad (heroes + CC) often determines attack success.
Counter Strategies:
- Protect key defenses from kill squad entry
- Giant Bombs near likely entry points
- CC troops positioned to defend early
- Town Hall not reachable by kill squad
Principle 4: Defense Synergy
Defenses should protect each other.
Examples:
- Air Defense protects Inferno from air
- Wizard Tower protects Air Defense from Loons
- X-Bow covers Wizard Tower blind spots
Base Layout Patterns
The Moat
- Open ring around core
- Troops walk around
- Core defenses shred them
The Maze
- Many small compartments
- Unpredictable pathing
- Troops get separated
The Offset
- Important buildings slightly off-center
- Forces awkward spell placement
- Queen charge fails
Testing Your Anti-3 Base
- Share in Friendly Challenge
- Ask best attackers to try
- Watch every replay
- Note what almost worked
- Fix those weaknesses
Common Meta Attacks to Counter
Root Rider Smash:
- Walls won't help
- Use Monolith and Scatter
- Spread key defenses
Super Witch:
- Single-target Infernos
- Air-targeting defenses near core
- Giant Bombs in likely paths
Hydra (Hog/Miner):
- Giant Bomb pairs
- Spread splash damage
- Kill squad compartment
