Town Hall 13 and 14 are where base quality decides war wins. Weak layouts get crushed instantly, and small design flaws turn into easy triples. At this stage, you are no longer experimenting actually you are competing.
These layouts are designed mainly for wars, CWL and ranked mode defense where every star matters. They focus on forcing long pathing, breaking clean funnels and disrupting meta attacks, turning perfect plans into 1-2 star fails.
At TH13–TH14, attackers understand the meta. The only way to defend is to force awkward entries, delay troops long enough for defenses to reach, reduce hero value and force extra spells. Good bases do not rely on luck they force mistakes.