Here it is:
This variation is mainly designed to withstand against loonions, hogs and the classic TH10 giants army and all its mutations.
Against loonions:
As the classic tendency of looners is to deploy balloons as near as possible to the ADs and archer towers, teslas are used to divert the balloons towards it, as the AD beats them down. The seeking air mines also are used to make the attacker waste 1 more balloon as the first one is instantly destroyed (not sure if I have to move them a bit ahead, if balloons drop too close to the tower they still damage it... I have to test this).
Against hogs:
The layout is quite standard, should work just fine... I'll see.
Against giants/heroes plus archers/wizards etc:
I decided at last that all the traps in the south were just a bit too much of a good thing... And would also weakens too much the north side. The additional layer of walls should discourage enough the attacker from attacking from the south. But I'm still not sure how to arrange them, the actual position doesn't convince me enough.
I don't even mention GoWiPe/Wi etc. as we just don't have enough defences to handle such a strong army.
2 last things:
1. There are 2 defences left, a cannon and an archer tower. These 2 could be possibly placed right next the breach of the two nothern opened square, also to avoid to lure the castle troops too easely.
2. The not well centered clan castle might seem not a great thing, but actually its position isn't such a drawback: the northern side of the map is quite weak compared with the southern one, so we instantly need a help to slow down the attacker. The southern side is quite strong, and we would need a help just in case the attacker overtake the middle layer walls.








