How this base works?
In TH7 your main enemy is TH8's with lvl 5 giant healer combos that are almost unstoppable. They draw out your clan castle, kill it with 1 or 2 lv 5 wizards, then release 20 giants, 2 or 3 healers, clear out defenses, and your base is finished.
Enter Bowser. Named for the arch villain in Mario Bros. this base is the master of deception and with its ability to control attacking forces based on their AI, you will think it has mind control.
Units with no favorite targets will go merry-go-round.
Giants that are deployed above the midpoint are toast. They will enter the channel of death, their AI driving them towards the defensive targets where they will be picked off by splash damage and traps. If they make it North to the killing field, then giant bombs and Barbarian King await them. As an added benefit their healers will be drawn directly in front of air defense while the player watches on helpless.
Wall breakers will be used to break the channel and to get to the core, but point damage defense will pick them off, as the multiple corner design slows them down in selecting the desired target. In most cases wall breakers will simply make an additional channel entry rather than breaking through to the core.
For the brave, attack from the south is an option, but at the risk of the triple canon setup, the COC equivalent of an m60, capable of picking off giants in seconds.
How attacks progress on this base ?
Case I : North Attack - making an entrance from the north with WallBreakers to breach the core.
Usually attackers from the north start with Barcher and try to wipe out the northern channel and the barbarian king.What actually happens is the barcher go merry go round, get split in half with one half ending up at the West Entrance and the other at the East Entrance both to be picked off by point damage, splash damage and bombs (in this scenario placing giant bombs at the channel mouth can take out 20-30 barcher).
Case II : South Attack - Attempt to breach the triple canon and get to the core
These attacks are generally the most successful at breaching the core, however, they sustain heavy casualties if they are Barcher, and Giants will end up split and lured into the East and West Channel entries - and we already know what happens from there. Typically the player will start with the plan of barching the camps and deploying giants, but when the barchers move left and right instead of forward and the giants start moving off with them towards the channels, they will excitedly start dumping wallbreakers in a mad rush, by now the giant bombs will have the, barchers and the teslas will be luring the giants north towards the traps.
Case III : East and West Attack - Attempt to exploit "the weak spot" and get in through the open channel with wbs and open up the core.
These attacks always go horribly wrong, and will require at least 12 wbs to pull off. As soon as the first few wbs are released the player will note the problem, with the multiple corners, wbs will rarely choose the same target as one another, leading to weakened walls but not holes. Even if they make a hole, it just makes it easier for the melee troops to enter the channel of death and progress quickly to the killing field by the time the wbs have made it to the core, there will be no troops left to follow them.
Resources
There are multiple layout choices for your resources or your trophies. You can put them in core, in a vault setup as a last line of defense scenario. You can put your defenses in the middle squares outside the vault. But, importantly, this base works best as an either or scenario. Either an attacker will get a small amount of both resources, a larger amount of a single resource, or trophies. But TH8s with Barcher or Giant configurations are unlikely to walk away with both resource and trophies from this design.
Trophy Range
I have had lots of success up to Gold 1, I haven't tested it beyond that. TH9 and above will easily wipe any TH7 base. The main purpose of this base, is to protect your resources and trophies from TH8 raids, while you make the most of the close proximity of TH6s in silver 1 and 2, as you max your defenses and save the 2 million for the jump to th8 yourself.
Clan Castle
With a larger than normal vault in Bowser 7 you have the ability to keep your TH and CC in the core, and deep enough that the CC can not be pulled easily. Keep your castle filled with archers and wizards, hopefully the attacker will attempt to draw them north to the builders hut and progress their attack from there which benefits you as the Northern defense, channel and barbarian king, all make it your strongest defensive option.
Features
1. Plenty of variations for trophy and resource set ups
2. Massive Funnel for giants with two trapped entries.
3. 95% centralized CC
4. Oversized vault area large enough for TH, CC, resources and last line of defence.
5. Healers will be drawn directly over Air Defenses as they follow their funneled giants.
6. Set up to control all melee troop movements based on targeting and AI weaknesses.
Best of luck with this layout, and feel free to ask any questions.
Shout out to the original
Mantis layout that forms the foundation of the Bowser 7 design
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