Feel free to check out a blog with a bunch of other base designs and tips at
http://cocland.com/base-designs/crow...0-farming-base
Update v2 :
A fun teaser base that pushed me up to champ with defenses only! You will spend lots of gold on bombs, but the cup gain is worth it (if you're pushing)!

UPDATE:
I've redesigned the base to include the new mortar. Here it is!
I've also designed a hybrid base that has been working well:
Best of luck with everything! Feel free to make changes and let me know how I can improve the designs!
I've had a bit of spare time so I made a base build for a great base that I designed. My ign is tboymanster, I'm from the clan DTP. You'll generally find me there but I sometimes wander to aDTP, bDTP, or cDTP.
Before anything I'd like to say that this base, as simple as it is, is truly a great base to use. I tested this base over a month with full storages
So, here's what a crown looks like:
But we aren't talking about that crown, but more;
Crown: the power or dominion of a sovereign.
As in:
The Base:
Anyways, here is the video I made:
I've also included all the defense logs I could find due to popular demand. (forgot to take screenies as I was testing the base).
I have full replays I could eventually upload them if people still don't believe me.
In case you don't have a video cassette player I will sum up some of the best parts of this holy base:
Strong Core:
-Central Clan Castle: Very hard to lure, can often cause attackers to fail.

-2 Cored Mortars: Not a very common thing to do, but helps ward off tier 1 troops with dangerous efficiency.
-Cored Inferno Towers: Not much to say about these, OP as hell. The range fully covers one gold storage (1 per IT) and partially covers 2 more. The two sides not fully protected by ITs have heroes, which can either cause a distraction or cause some real damage.
-Cored XBows: Once your point defenses in the outer ring are down, these serve as point defenses.
-Dark Elixir Storage: But honestly, who really cares about DE with the new heroes?
Second Layer:
-Heroes opposite to inferno towers: If an attacker thinks he's being crafty attacking from the side without an inferno tower, he's in for a treat.
-2 Air Defenses: To help ward off most dragon attackers.
-Gold Storages: Because we love gold.
The Third Layer:
-Point Defenses: They kill stuff. Not just that, but they also draw giants, loons, and hogs around your base.
-Teslas: Strategically placed to be sort of in the second layer and cover 2 storages each.
-2 More Air Defenses: Because people don't really attack with dragons in crystal league.
Traps:
-Spring Traps: Set up to make hogs and giants bounce. I just let the Wizard Towers and Teslas take care of wall breakers.
-Giant Bombs: Placed them where they rarely get popped, cos they're so damn expensive. When they do go boom, however, so do large groups of troops.
-Air Bombs (red): Cover storages in case of a minion flood.
-Air Mines (black): Placed around the perimeter to kill healers (even though they shouldn't really be a problem at th10)
-Decorations: These sneaky things actually prevent you from dropping your cc and can be super annoying. Feel free to put them anywhere around your perimeter.
Pathing:
-Yes, people still attack me with giants, hogs, and loons. Luckily my outside ring of defenses draws all three of these around, killing them off before they can harm my base. Here are the most common attack scenarios this base sees, with pathing drawn out. (do note, CC troops will come out during these attacks)
Giants (and loons):
There are 3 attacking angles shown in red, blue, and black. Giants and loons do not target the tesla in the same compartment they start in because it doesn't appear until a troop walks within 5 tiles of it, which doesn't happen for giants or loons when attacking one of those compartments.

Hogs:
Hogs run through the base like giants, but hop over walls. The air defense may seem like it causes problems, but there will be few hogs remaining by the time they get there, and the attacker will need a freeze to deal with the inferno tower. A bunch of hogs will also have been wasted if the attacker lured the clan castle at all. I've only shown one scenario, but as this base is the same from all sides this is basically the only attack you'll see with hogs. (at least from my experience.)

Wall Breakers:
One of the strongest points of this base. Not only are there good junctions, but they are set up so that wall breakers don't even make it near the core. I've shown 2 possible wall breaker attack paths (the only 2 I've ever seen used), and I've shown what 5 streams of wall breakers would do. No farmer ever brings that many wall breakers, basically keeping you safe from wall breakers.

Thread is still a work in progress. Please leave your thoughts and any questions about the base. Thanks for reading.