(5.0)
41
(0.0)
29
(5.0)
154
(0.0)
58
(5.0)
194
Layout Attack-Proof TH11 War Coc Layout | Anti 2 Stars Legends Preparations
with
(0.0)
396
(4.0)
282
(5.0)
303
(5.0)
266
(5.0)
320
(4.5)
337
(5.0)
467
< 1 2 >

COC Bases: TH11 All Layouts (War, Farming, Defense & More)

All TH11 layouts in one place — war, farming, defense, hybrid, anti-2 star, anti-3 star, anti-air, trophy, and balanced designs for every play style.

Complete Guide to TH11 Base Layouts

Town Hall 11 introduces the Eagle Artillery and Grand Warden, giving both attackers and defenders new strategic options. The Eagle Artillery can apply long-range pressure after enough attacking troops have entered the battle, while the Grand Warden can support large groups of troops and protect them during important defensive exchanges.

A strong TH11 base layout should protect the Eagle Artillery without grouping every important defense around it. It should also reduce Electro Dragon chain value, disrupt donated Siege Machine routes, create difficult Hero entries and preserve enough defensive power for the final part of an attack.

Use this hub to choose a Town Hall 11 layout according to your goal. War, farming, defense, hybrid, anti-air, anti-2-star and anti-3-star layouts use different Town Hall positions, storage arrangements, trap plans and defensive priorities.

TH11 War Layouts

TH11 war layouts are designed to make a planned three-star attack difficult. They create competing objectives, protect the Eagle Artillery from inexpensive removal and preserve dangerous Inferno Towers, X-Bows, defensive Heroes or traps for the back end.

Choose a war layout when Clan Wars or Clan War Leagues are your priority. The design should force attackers to divide Heroes, spells, Siege Machine support and the main army between several important sections.

TH11 Farming Layouts

TH11 farming layouts distribute Gold, Elixir and Dark Elixir storages across defended parts of the village. The aim is to prevent one raid from reaching every valuable storage while you continue upgrading Heroes, troops, Hero Equipment, defenses and walls.

Avoid placing every storage in one compact central group. Separated resource sections can make attackers choose between collecting loot, securing stars and completing the rest of the village.

TH11 Defense Layouts

Defense layouts are intended for regular multiplayer and trophy protection. They balance Town Hall access, percentage denial, ground and air coverage, defensive Hero placement and the survival of important back-end defenses.

Choose this category when you want broad defensive coverage against several attack styles rather than a layout prepared for one specific war opponent.

TH11 Hybrid Layouts

Hybrid layouts combine resource protection with trophy and star defense. Storages can act as high-hitpoint buffers, but they should not create a direct route toward the Eagle Artillery, Town Hall or other important defenses.

This style is suitable when you want one active Home Village design for regular progression instead of switching frequently between separate farming and defensive layouts.

TH11 Anti-2-Star Layouts

Anti-2-star layouts focus on making the Town Hall and the required destruction percentage difficult to secure together. They may use a central Town Hall, defended outside buildings, difficult core access or separate percentage zones.

Since the TH11 Town Hall does not contain a defensive weapon, its protection must come from surrounding defenses, walls, traps and pathing rather than damage from the Town Hall itself.

TH11 Anti-3-Star Layouts

Anti-3-star layouts may allow a determined attacker to secure the Town Hall but try to prevent the complete clear. Major defenses are separated, troop paths are less predictable and dangerous back-end defenses remain after the first objective is destroyed.

This layout type is useful in war when denying the third star matters more than producing the lowest possible destruction percentage.

TH11 Anti-Air Layouts

TH11 anti-air layouts use Air Defenses, Sweepers, X-Bows, Inferno Towers, Wizard Towers, air traps and defensive Heroes to disrupt Electro Dragons, Dragons, Balloons and donated air Siege Machine entries.

Use an anti-air layout when defensive replays show repeated chain value, weak Sweeper coverage, exposed Air Defenses or predictable flight paths through the village.

TH11 Trophy and Legend-Style Layouts

Trophy and Legend-style layouts should prepare for several army combinations rather than one planned war attack. They need broad defensive coverage, difficult percentage collection and enough remaining damage to challenge troops near the end of an attack.

Review several defensive battles before judging a layout. One unusually effective attack does not always reveal a permanent structural weakness.

What Makes Town Hall 11 Base Building Different?

The Eagle Artillery is the defining TH11 defense. It can attack troops across a large part of the village after the attacker commits enough army capacity. Its long-range strikes make early troop deployment and attack timing more important than at lower Town Hall levels.

TH11 also unlocks the Grand Warden. On attack, the Grand Warden supports nearby troops and can protect units during dangerous defensive exchanges. This makes compact attack groups stronger and increases the importance of separating defensive objectives.

Electro Dragons are also available at TH11. Their chain attacks punish closely grouped buildings, especially when structures form a predictable line toward the Eagle Artillery, Air Defenses or Town Hall.

TH11 does not build its own Siege Workshop, but donated Siege Machines can still be used through the Clan Castle. Base layouts should therefore prepare for Wall Wreckers, Battle Blimps and other available donated Siege Machine options rather than relying entirely on walls.

Eagle Artillery Placement

The Eagle Artillery should be difficult to remove with a small Hero entry, but it should not share one compartment with every Inferno Tower, X-Bow, defensive Hero and the Town Hall.

Its position should force attackers to choose between removing it early and entering from a less favorable side, or allowing it to continue firing while the main army moves through the village.

Grand Warden Attack Pressure

The Grand Warden strengthens groups of nearby attacking troops and can help them survive a heavily defended section. Avoid building one central route where the complete attacking army can remain together while reaching every major objective.

Separated defenses and offset compartments can force the attacker to split troops or leave some units outside the Warden’s support.

How to Place the Eagle Artillery at TH11

Eagle Artillery placement should influence the attacker’s entry decision. A useful position keeps the defense active long enough to affect the main army without giving one Queen Charge or Siege Machine route access to too much value.

Central Eagle Artillery

A central Eagle Artillery can remain protected behind several defensive layers. This may force attackers to endure long-range fire while moving toward the core.

Avoid placing the Town Hall, Clan Castle, both Inferno Towers, multiple X-Bows and every defending Hero in the same central section.

Offset Eagle Artillery

An offset Eagle Artillery can pull the attacker away from the Town Hall or another dangerous defensive section. Its placement should create a real choice rather than expose it as an inexpensive opening target.

Support it with defensive ranges, traps and buildings that make a direct Hero approach costly.

Protect It from Queen Charges

Check whether an Archer Queen can remove the Eagle Artillery from the edge while remaining under Healer support. Important buildings should be separated so one Queen path cannot also remove the Clan Castle, an Inferno Tower and several X-Bows.

Protect It from Siege Machines

Avoid creating a straight Wall Wrecker path from the deployment edge through multiple important defenses and into the Eagle Artillery compartment. Walls should create offsets and route changes rather than one direct corridor.

Common Eagle Artillery Placement Mistakes

  • Exposing it near the edge: a Queen Charge or small Hero group may remove it before the main army is deployed.
  • Building one overloaded core: grouping it with every major defense can provide excessive spell and Siege Machine value.
  • Creating a straight Siege route: one Wall Wrecker path should not connect several major defensive objectives.
  • Leaving it unsupported: attackers may approach the Eagle without entering enough nearby defensive ranges.
  • Using identical surrounding compartments: predictable wall shapes can make the best entry easy to identify.

Planning around the Grand Warden

The Grand Warden changes how TH11 armies move through a base because he supports troops within his aura and can protect nearby units with his ability. A layout should not depend on one short burst of damage defeating the complete army in a single compartment.

Force the Army to Spread

Use building offsets, compartments and separate defensive objectives to prevent every troop from moving through one narrow central route under continuous Warden support.

Create Multiple Damage Zones

A protected army may survive one dangerous compartment, but it should still face Inferno Towers, X-Bows, traps and defending Heroes in later sections. Avoid using all defensive strength at the first major objective.

Prepare for Ground Mode

Ground-mode Warden attacks may support Bowlers, Witches, Miners, Hog Riders, P.E.K.K.As and other ground troops. Use walls and target order to interrupt a single protected push through the complete village.

Prepare for Air Mode

Air-mode Warden attacks may support Dragons, Electro Dragons or Balloons. Separate important air defenses so one protected group cannot remove the complete anti-air network during one ability window.

Reducing Electro Dragon Chain Value

Electro Dragons unlock at TH11 and can chain their lightning attacks between nearby buildings. A layout with several important structures placed in a straight or tightly grouped line may allow one attack to reach multiple valuable targets.

Spacing does not require placing every building far apart. The goal is to interrupt chains between high-value defenses and prevent an easy sequence leading toward the Eagle Artillery, Air Defenses, Inferno Towers or Town Hall.

Separate Important Buildings

Avoid placing an Air Defense, X-Bow, Inferno Tower and Eagle Artillery in one chainable sequence. Lower-value buildings can be positioned between important targets to interrupt efficient chains.

Review Edge Chains

Outside buildings may allow Electro Dragons to begin chaining before entering meaningful defensive coverage. Adjust edge spacing when replays show repeated value from the same deployment side.

Protect Air Defenses

Do not place several Air Defenses where one Queen entry, chain sequence or spell-supported attack can remove them before the main air army arrives.

Review Air Sweeper Directions

Air Sweepers should protect likely Electro Dragon, Dragon, Balloon and Battle Blimp approaches. Their directions should support the actual placement of Air Defenses and the Eagle Artillery.

Using the Tornado Trap at TH11

The Tornado Trap becomes available at TH11 and can pull ground or air units into a rotating movement pattern for a limited time. Its value depends on placing it along a route attackers are likely to use.

Town Hall Route

A Tornado Trap near a likely Town Hall entry can delay Heroes, Balloons, a Battle Blimp or other troops while surrounding defenses continue attacking. The trap should not be triggered safely by an unimportant test unit.

Eagle Artillery Route

Place the trap along a likely route toward the Eagle Artillery when delaying the main army would keep the Eagle active for additional attacks.

Battle Blimp Route

The Tornado Trap can disrupt an air Siege Machine route when it is placed along a realistic flight line. Combine it with air traps and defensive coverage rather than depending on the Tornado Trap alone.

Back-End Route

A back-end Tornado Trap can delay surviving Heroes or Balloons near the final defenses. This may provide more value than placing every trap near the opening side of the village.

Planning for Donated Siege Machines

TH11 players cannot build a Siege Workshop, but they can receive eligible Siege Machines through Clan Castle donations. A base should therefore account for wall-breaking and air-delivery routes even though Siege Machines are not produced at this Town Hall level.

Wall Wrecker Routes

A Wall Wrecker travels toward the Town Hall and opens walls along its path. Avoid creating one direct line through the Eagle Artillery, Inferno Towers, Clan Castle and Town Hall.

Offset compartments and important defenses so the shortest Town Hall route does not also provide access to every major ground target.

Battle Blimp Routes

A Battle Blimp can bypass walls and carry Clan Castle troops toward the Town Hall or another important compartment. Review direct flight lines from each side and protect likely landing areas.

Distribute Seeking Air Mines rather than placing every trap along one obvious route.

Siege Machine Drop Zones

Consider where reinforcement troops will appear after a Siege Machine is destroyed or reaches its destination. The drop area should remain under defensive pressure rather than becoming a safe deployment point inside the base.

Do Not Depend Only on Walls

Walls remain useful for influencing normal troop movement, but Siege Machines, Jump Spells, Earthquake Spells and wall-targeting troops can open compartments. Important defenses need overlapping coverage as well as walls.

How to Position Inferno Towers at TH11

TH11 Inferno Towers can be configured for single-target or multi-target damage. Their modes should reflect the armies appearing in your defense log rather than remain unchanged on every copied layout.

Single-Target Inferno Towers

Single-target mode can pressure Heroes, P.E.K.K.As, Golems and other high-hitpoint troops. Place these towers where attackers cannot remove them cheaply before deploying their main tanks.

Support them with splash defenses and traps that can handle Skeletons, Bats or other smaller units used to distract their beams.

Multi-Target Inferno Towers

Multi-target mode can pressure Witches, Bowlers, Miners, Balloons and other grouped troops. Position these towers where several attacking units are likely to remain within range at the same time.

Avoid placing all multi-target coverage on one side while leaving another route vulnerable to large troop groups.

Mixed Inferno Settings

A mixture of single-target and multi-target settings can provide broader protection against both durable armies and large groups of support troops.

Review Modes after Copying

A copied layout may not automatically use the Inferno settings that match your needs. Check each mode after activating the base and adjust it according to repeated defensive results.

Super Troops and TH11 Layout Planning

Super Troops become available starting at TH11 when the required normal troop level has been reached. Their specialized abilities can change entry routes, funnel creation and the amount of damage a small troop group can achieve.

Super Wall Breaker Entries

Super Wall Breakers can open important compartments more reliably than normal Wall Breakers. Avoid depending on one wall layer to protect the Eagle Artillery, Inferno Tower or Town Hall.

Sneaky Goblin Percentage

Sneaky Goblins can target resource buildings and collect outside percentage or reach exposed storages. Farming and anti-2-star designs should avoid offering long rows of unprotected resource buildings.

Super Archer and Super Wizard Value

Long-range or piercing support troops can punish aligned buildings and protected firing positions. Avoid arranging several important defenses along one clear line.

Super Troop Funnel Creation

Some Super Troops can clear outside sections quickly and create a precise funnel for the main army. Keep edge defenses covered so the funnel requires a meaningful troop or spell commitment.

Important Defensive Zones at TH11

TH11 contains several valuable defenses that attackers may try to remove before deploying the main army. Avoid placing all of them within one Hero path, spell area or Siege Machine route.

  • Eagle Artillery zone: protect it from inexpensive early removal while avoiding an overloaded central core.
  • Town Hall zone: surround the non-weaponized Town Hall with meaningful defensive pressure rather than relying on the building itself.
  • Inferno Tower zones: use single-target and multi-target settings according to the purpose of each compartment.
  • X-Bow zones: select ground-only or air-and-ground settings according to the routes the layout needs to cover.
  • Air Defense zones: separate Air Defenses and Sweepers so one Queen entry cannot remove the complete anti-air network.
  • Clan Castle zone: avoid a route that allows defending troops to be activated and removed safely before the main attack.
  • Defending Hero zones: create multiple defensive encounters rather than grouping every Hero beside the Eagle Artillery.
  • Tornado Trap zone: place it along a realistic Town Hall, Siege Machine, Hero or back-end route.
  • Back-end zone: preserve enough defensive damage to challenge troops that survive the Eagle Artillery and first major compartment.

Common TH11 Ground Attack Threats

TH11 attackers can combine Heroes, Grand Warden support, Hero Equipment, donated Siege Machines, Clan Castle reinforcements and several ground armies. No layout should be described as capable of stopping every possible strategy.

Bowler and Witch Armies

Bowlers can damage buildings behind their first target, while Witches continuously create Skeletons. Avoid straight building lines and preserve splash damage for sections where support troops are likely to group.

Multi-target Infernos, Wizard Towers, Bomb Towers and well-supported traps can pressure these large groups when they remain active beyond the opening.

P.E.K.K.A and Smash Armies

Durable smash armies may combine P.E.K.K.As, Bowlers, Witches, Heroes and Grand Warden support in one protected group. Avoid a straight route connecting the Eagle Artillery, Inferno Towers, Clan Castle and Town Hall.

Miner and Hog Rider Armies

Miners and Hog Riders move between defensive targets differently but can share healing and Grand Warden support. Place Giant Bombs, splash damage and defending Heroes along realistic paths rather than unused spaces.

Queen Charge Entries

A Queen Charge may remove the Eagle Artillery, Clan Castle troops, an Inferno Tower and another important defense before the main army begins. Separate these targets so one Queen route cannot collect all of the value.

Common TH11 Air Attack Threats

Electro Dragon Armies

Electro Dragons punish grouped buildings through chain damage. Increase spacing around the Eagle Artillery, Air Defenses, Inferno Towers and Town Hall where the design allows.

Avoid predictable building lines that allow chains to move directly through the most important defensive section.

Dragon and Balloon Armies

Dragons and Balloons can take advantage of exposed Air Defenses, weak Sweeper directions and direct flight paths. Spread air coverage so one entry cannot remove the complete anti-air network.

LavaLoon Attacks

Lava Hounds absorb Air Defense fire while Balloons travel between defensive buildings. Distribute Seeking Air Mines, Air Bombs and splash damage across likely routes instead of placing every trap near the first Air Defense.

Battle Blimp Entries

A donated Battle Blimp can carry reinforcements over walls and toward the Town Hall, Eagle Artillery or another protected section. Protect likely flight routes and landing areas with traps and overlapping coverage.

Ground Defense at TH11

TH11 ground defense depends on the relationship between walls, Inferno Towers, ground-targeting X-Bows, Bomb Towers, Giant Bombs, Teslas and defending Heroes. Walls should influence movement, but they should not be the only feature protecting important defensive buildings.

Create Multiple Ground Routes

Use compartments and building offsets to make troops choose between objectives. One Wall Wrecker line or opening should not connect every major defense in a straight route.

Protect Single-Target Damage

Single-target Inferno Towers can pressure Heroes, P.E.K.K.As and Golems. Protect them from inexpensive early removal and support them with defenses that handle groups of smaller troops.

Build Useful Trap Zones

Place Giant Bombs and Skeleton Traps where Miners, Hog Riders, Heroes or smash troops are likely to group after crossing a wall or changing targets.

Preserve Back-End Damage

Keep enough ground-targeting defenses active after the Eagle Artillery or central section has fallen. A base that uses all its damage in the opening may become easy to finish.

Air Defense at TH11

Anti-air strength depends on the relationship between Air Defenses, Sweepers, air-targeting X-Bows, Inferno Towers, Archer Towers, Wizard Towers, air traps and defending Heroes.

Separate Air Defenses

Do not allow one Queen Charge, spell group or Battle Blimp route to remove several Air Defenses before the main air army is deployed.

Review Air Sweeper Directions

Air Sweepers should protect likely Electro Dragon, Dragon, Balloon and Battle Blimp routes. Their directions should support the Eagle Artillery and remaining anti-air defenses.

Distribute Air Traps

Preserve some Seeking Air Mines and Air Bombs for the middle and back end. Placing every air trap on the opening side may leave surviving air troops unchallenged later.

Protect the Back-End Air Zone

Keep enough air-targeting defenses active after attackers reach the first major objective. A strong final air-defense section can force additional spells or stop surviving Balloons and Dragons.

TH11 War Layout or Trophy Layout?

A war attacker can study the base and prepare a specific army, donated Siege Machine, reinforcement combination, Hero Equipment setup and entry plan. War layouts therefore benefit from uncertain pathing, separated objectives and traps placed for likely custom attacks.

Trophy and regular defensive layouts may face a broader range of armies over several battles. They need balanced ground and air coverage and should avoid one weakness that can be repeated by many attackers.

Choose a War Layout When

Your priority is preventing a planned three-star attack, preserving difficult back-end defenses and forcing attackers to divide Heroes, spells, Siege Machine support and troops between multiple objectives.

Choose a Trophy Layout When

Your priority is broad performance against several army combinations and reducing repeated high-destruction results across multiple defensive battles.

How to Choose a TH11 Layout from This Page

Begin with the purpose of the layout rather than selecting the most compact or unusual-looking design. Farming, anti-2-star and anti-3-star layouts should be evaluated according to different objectives.

  • Choose the correct category: decide whether your main goal is war, farming, trophy defense, resource protection, air defense or star denial.
  • Inspect Eagle Artillery access: identify which Heroes, troops and Siege Machines can reach it from each side.
  • Review the Town Hall route: make sure the unarmed Town Hall is supported by meaningful defenses and cannot be taken too cheaply.
  • Check Electro Dragon spacing: avoid chainable sequences containing several valuable buildings.
  • Review Inferno Tower modes: select single-target or multi-target settings according to attacks shown in your defense log.
  • Inspect donated Siege Machine routes: avoid one Wall Wrecker or Battle Blimp approach through several important objectives.
  • Review the Tornado Trap: place it along a realistic route where its delay supports surrounding defenses.
  • Inspect air coverage: review Air Defenses, Sweepers, X-Bows, traps and likely Electro Dragon or Balloon paths.
  • Inspect ground routes: check walls, Inferno coverage, Giant Bomb areas and likely Witch, Bowler or hybrid movement.
  • Check the back end: enough defensive power should remain after the first major objective has been destroyed.
  • Match your upgrade levels: a copied base may perform differently while the Eagle Artillery, Grand Warden, defenses or walls are still upgrading.

How to Use TH11 Copy Links

Open the copy link for the layout you want and review the complete design in the Clash of Clans Layout Editor. Confirm that every building, wall, trap, defense and Hero position has been placed before saving or activating the layout.

After copying, inspect Inferno Tower modes, X-Bow settings, Air Sweeper directions, defensive Hero positions, Clan Castle placement, Eagle Artillery access, Town Hall protection, Siege Machine paths and trap groups.

Treat the copied layout as a starting design. Make targeted adjustments according to your defensive upgrade levels and the attack routes shown in your replays.

Common TH11 Base-Building Mistakes

  • Exposing the Eagle Artillery: a Queen Charge or Hero entry may remove it before the main army is deployed.
  • Building one overloaded core: grouping the Eagle Artillery, Town Hall, Clan Castle, Inferno Towers and defending Heroes can provide excessive value from one entry.
  • Ignoring Electro Dragon chains: tightly grouped buildings can create a direct chain route through valuable defenses.
  • Depending only on walls: donated Siege Machines and wall-opening troops can bypass simple compartment plans.
  • Leaving a direct Wall Wrecker line: one route should not connect several major defenses and the Town Hall.
  • Ignoring Battle Blimp routes: reinforcement troops may be delivered directly into an important compartment.
  • Using the Tornado Trap randomly: it should support a likely Hero, Siege Machine, Town Hall or back-end route.
  • Using identical Inferno modes without review: the layout may need a mixture of single-target and multi-target coverage.
  • Placing every air trap at the entry: surviving air troops may face little pressure near the back end.
  • Designing only against one army: a ground-focused layout may leave an obvious air route, and the reverse is also true.
  • Copying defensive settings without review: Inferno modes, X-Bow settings and Sweeper directions should support the actual design.
  • Replacing a layout after one replay: evaluate repeated attack patterns before deciding that the complete base has failed.

When Should You Change Your TH11 Layout?

Adjust the layout when several defensive replays show the same successful Queen Charge, Wall Wrecker line, Battle Blimp route, Electro Dragon chain, Eagle Artillery approach or unprotected back-end compartment.

Begin with a targeted adjustment rather than replacing the complete layout. Change a wall opening, move an exposed defense, separate chainable buildings, revise an Inferno mode, move the Tornado Trap, alter a trap group or strengthen the final section of the village.

Review additional defensive battles after each meaningful change. Changing too many parts at once makes it difficult to determine which adjustment improved or weakened the layout.

Why Rotating TH11 Layouts Can Help

Layout rotation can be useful when opponents recognize the same design or when one base repeatedly performs poorly against the armies common in your current league or Clan War environment.

Rotation should be based on defensive evidence rather than a fixed schedule. Keep separate layouts for war, farming, trophy defense and anti-air use when those goals require different Town Hall positions and defensive structures.

How These TH11 Layouts Are Reviewed

Layouts may be community-submitted or editorially reviewed for their Town Hall level, image, category, visible structure and copy-link availability. Publication does not automatically mean that a layout has undergone controlled defensive testing.

Visit the layout review methodology to learn how submissions, descriptions, corrections, review labels and testing information are handled.

Explore this page to choose a TH11 base layout for war, farming, trophy defense, resource protection, air defense or star denial. No Town Hall 11 Clash of Clans base can guarantee a successful defense. Review your replays and adjust Eagle Artillery access, Electro Dragon spacing, donated Siege Machine routes, Inferno Tower modes, traps, walls and back-end compartments according to the attacks you actually face.

Global Chat