GREAT BASE FOR CLAN WARS! QUICKLY SWAP TO TROPHY DURING WAR, AND FARMING WHEN IT ENDS!
THE PICTURE BELOW IS JUST A SHOWCASE, IT DOES NOT REPRESENT THE MANTIS.

After trying a whole variety of Th7 designs, I realized that up to TH7, layouts rely too much on basic defense and not on troop AI. Way too many designs overlook the importance of traps, and just leave them outside where any troop can set them off.
This made me quite envious of the later Town Hall level designs, which feature much more complex trap placements and troop luring.
Needless to say, when I saw Orz' "The Tempest", I knew what needed to be done, and proceeded to make a recreation of my own.
ClashofClansBuilder.com
- Trophy Layout
- Farming Layout
- Base Features and Game Mechanics
- The defense replays
- History Logs
The Mantis features a Trophy and Farming base, each with two different layouts:
TROPHY


FARMING


As 184letsburnitdown pointed out, If giants regularly target the south mortar instead of the side cannons, switching the mortar with a non-defensive building can help avoid this.


Same issue but with the B layout.

By switching the northern mortar with the Clan Castle, Giants will be lured towards side funnels instead of trying to break into the core.
THE LAYOUT

BASE FEATURES AND GAME MECHANICS
The beauty of what this base offers, although to a lesser extent ( TH7, less walls, buildings to buffer dmg), is exactly what the Tempest does: keeping the Vault unharmed while luring the enemy around the base.
- Centralized Clan Castle ( In Farming layout)
- Centralized AD
- Triangular Mortars
- NO X,Y,Z Junction
- Optimized Trap Placement.
- Hybrid Base perfect for Clan Wars, switch back and forth between Trophy and Farming
The base is also very versatile, as the mortar's and air defense triangulated area of effect can be augmented and lessened according to the user's preference base on his needs ( see each base's different layout).
I cannot stress enough the importance of swapping: by placing storage accordingly, either on the top left and right pockets or in the core, attackers tend to gravitate towards those areas.
If you don't want the attacker to breach the core, just swap a WT with a resource storage and make him attack either to the right or left side of the base.

Even though Giants did not enter the path through the cannon, they still travel south and get spring trapped:

Giant Bomb and Spring Trap:

again..spring trap!

Video Showcase (Provided by Marsdok)
Marsdok DEF1
Marsdok DEF2
POTATO QUALITY REPLAYS:
*More to come*
* These replays do not reflect base's performance, am in Crystal League getting revenged by the minute and it ain't pretty. No one likes their DE stolen apparently...
Feb 12 50 Archers/ 19 Hog Riders/ 5 Wizards/ 2 Dragons/ BK/ AQ/ 2 Rage/ 2 Heal 100%
Feb1220 Giants/ 3 WB/ 75 Archers/ 1 Dragon/ 1 Healer/ BK/ 2 Rage/ 1 Heal - 52%
Feb1285 Minions- 20 Balloons- 1 Lightning Spell 100%
Feb 16 15Giant/12WB/2Healer/40Archer/11Minion/34Barbarian/4Wizard/AQ/BK/1Heal/1Rage - 100%
Feb 16 60Archers/ 55 Barbarians/ 20 Wizards/ AQ/ 1 Heal/ 1 Lightning -50%
Feb 16 16Giants/ 12 WB/ 2 Healer/ 35 Archers/ 58 Goblin/ AQ/ BK/ 1 Heal/ 1 Lightning/ 2 Rage - 89%
NEW Feb 18 95 Minions/ 2 rage/ 1 heal - 50%
NEW Feb 18 10 lvl 2. Dragons/ 3 lvl.5 Lighting spells - 100%
NEW Feb 1824 Lvl.5 Balloons/ 40 Lvl. 2 Minions/ 1 lvl.3 Rage - 95% NEW Feb 1849% - 35 Archer/ 20 Giant/ 20 Barb/ 13 Goblin/...
HISTORY LOGS
farmingA-v1
MANY THANKS TO:
-Orz, the Tempest of Cavebears
-184letsburnitdown
- Marsdok
-r/clashofclans
and that's it I guess?