In Greek mythology, the Labyrinth (Greek λαβύρινθος labyrinthos, possibly the building complex at Knossos) was an elaborate structure designed and built by the legendary artificer Daedalus for King Minos of Crete at Knossos. Its function was to hold the Minotaur, a mythical creature that was half man and half bull.
Disclaimer: I would not recommend using any labyrinth designs at TH7 or below, self designed or copied. All of the statements in this thread have been tested thoroughly and are proven to be true. Lastly, while you may feel free to copy the bases on display in this thread, and they do work quite well, I would encourage you to try to make your own.
Now that thats out of the way, lets get to the fun stuff. There are two main types of labyrinth bases: inward and outward. The difference is simple. Outward bases use sieves to seperate meatshields and dps troops, then direct them around the outside of the base.
Inward bases, while they can use sieve mechanisms generaly direct both dps and meatshields through the base, while avoiding gold storages and the like.
Now, let me pause here. Why should you use a labyrinth? Doesnt your conventional base work just as well and is less risky? Well perhaps, but for all you late TH8/9 folks, when was the last time you got a real attack? How entertaining was that attack? Labyrinth bases look very easy to crack at first glance, which encourages real (entertaining/interesting) attacks and fails, which improve your knolage of the AI and give you a good laugh to share with the clan. Even if you don't care about any of that, its something new and interesting to try, which is reason enough in itself in my opinion.
Here are some examples of outward labyrinths
http://i.imgur.com/VUAtY9H.jpg
This is my design, note the goblin and giant AI pathing.
http://i.imgur.com/3Ob29VM.jpg
This is Chief Tuwnakawe's variation. He changed it so that the teslas are more centred, and modified some of the funnels. Again, note the AI pathing.
Now, this is all good and well, but the biggest threat to any well done outwards labyrinth is a lucky bam attack. This is where sieves come in. A sieve is a funnel that will serve to separate ranged units and their non ranged meatshields.
This is an example of a basic sieve.
http://i.imgur.com/csL8YcJ.jpg
The archers/wizards/whatever will attack the air defence then go on to the gold storage while bombs and splash damage is taking them apart while the barbs/golem/giant/whatever will walk around to attack the air defence then proceed going the other way around to the wizard tower, leaving the dps troops stranded.
Now for part one of the guide section.
Designing an outward labyrinth
This is the easier to design, and less risky option of the two. Start with a simple core, but never 6x6 or 9x9. For TH8 you should be leaning towards a vault with labyrinth designs, so an easy core to go off of would be an X with CC, all gold, and DE. If you plan to try designing a labyrinth for the first time, this is what I recommend you use. If you're TH9, go nuts. See pics above for reference. The second layer can be almost thrown together, just make it have some form of symmetry. Make it have openings, to look semi inviting, see pics above for reference. If the troops get into the second layer you have already lost. The outer layer is
the most important part pay very, very, close attention to the AI pathing.
•Do use sieves. If you do not, you're gonna get your ♥♥♥ handed to you by a bam.
•Do put giant bombs near those funnels, very effective.
•Do use teslas to redirect giants away from openings in the second layer, combined with spring traps.
•Do use mines, collectors, and elixer storages to direct goblins around the base.
•Do put red air bombs as close to the gold storages as you can get them, because used right minions become a major threat.
•Do push back spawn as much as you can after you have the AI pathing working correctly.
•Do have wizard towers covering funnel points if possible
If you do all of these things, you will have a very good chance against all the standard farming armies; bam, barch, bagm, gigob, ect ect ect.
Here are some defence logs.
http://i.imgur.com/WoiuKEa.jpg
http://i.imgur.com/b9pNeag.jpg
http://i.imgur.com/J3N21Vn.jpg
http://i.imgur.com/ChOR0jW.jpg
http://i.imgur.com/XAu5sIa.jpg
Attacking outwards labyrinth bases
As I said earlier, due to the nature of these bases, bam with a few spells is your best bet. Clear outer buildings with as few troops as possible, then unleash hell. Giants, gobs, more barbs and archers, whatever you got, the works. And hope you get lucky.
Designing Inward labyrinth bases. First off, designing these is about twice as hard as its outward counterpart. These should almost always be vaults, because without just going around the base its hard to direct troops so that they will go in and around storages in a spread out configuriation. In general, the troops will be going in and out of the base. If you look at the second pic below, the troops will go in towards the elixer storage/DE drill. This is where the attack's momentem has always stopped. The CC troops will be meeting the opposing force at this point, destracting them greatly, while they are being pounded on with splash. After the CC troops are gone they have to deal with the elixer storage, then will go right back out of the base. This is loosely what you should be aiming to accomplish. In short: make troops go in, meet CC guys/ some sort if tank while being in range of WTs and mortars, then go out. This is largely trial and error, so keep tweeking based on replays. One other important thing, is enclose a few buildings around the outside, because if WBs somehow manage to survive long enough to get to the core, then there is a chance the troops will go in. like I said, trial and error. The reason I only have TH8 bases of this type so far is because TH8 lends itself to a vault core very well. I will start working on a TH9 verson later tonight.
Some examples:
http://i.imgur.com/FqJEhY8.jpg
http://i.imgur.com/09F9KyX.jpg
**weak agains WB**
http://i.imgur.com/ZibuRkA.jpg
Credit to Bking
Attacking inward labyrinth bases
With this kind, you will need a few giants, lightning for the CC guys, a few WBs, and a mix or archers, gobs and barbs for your base chance. Obviously it would very from base to base, but you should send giants in first, then wall breakers. If the WBs hit an important funnel wall, then you're in. Of course when designing these you should take precautions to prevent this.
***still being tested!***
Due to the comments about rage spells and labyrinth bases being generaly weaker due to the lack of walls trying to stop things, I am working on a "half and half" type base. This is a base with a traditional core, but an outward labyrinth first layer. This is still being tested and perfected, any comments would be helpful. Here is what I have come up with so far.
http://i.imgur.com/unLIgfj.jpg
Its a bit weak to WBs. Obviously giant bomb placement is not final.
Thanks for reading, this is more of a discussion thread then a "lookit me perfect base i haz skillz" thread. Feel free to chime in with comments and questions.
I'd like to give a huge shout out to Chief Tuwnakawe who helped me test all this, and was a huge help, I'd also like to mention Jun, Pingfao, and Richard, all of whom are great base designers and people. To all the up and coming base designers: keep at it, and don't be scared by others achievements on this forum, you can get there some day. I'd like to give a special shout out to DTP, crimson sky, the FRENDz!, and of course, unity for being awesome clans and helping me along the way.