Attack-Proof TH11 War Coc Layout | Anti 2 Stars Legends Preparations

Attack-Proof TH11 War Coc Layout | Anti 2 Stars Legends Preparations
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Built by: Sheraz Ahmed
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focus: th18 legend league bases
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Strategy Explanation

This TH11 war base runs a tilted-diamond layout with heavy compartmentalization and a ringed core to deny easy Town Hall access. The Town Hall and Clan Castle sit in the middle box, wrapped by X-Bows and two Inferno Towers on opposite flanks. The Eagle Artillery is offset toward the 12 o’clock side in its own compartment, making it awkward to charge from the same angle as the Town Hall. Storages are sprinkled through the inner ring to stall Queen ability and Bowler bounces.

Pathing is the real trap here: narrow channels and staggered walls force ground troops to split before they ever touch the core. Ground-target defenses on the outer ring pull in Golems, while inner splash (Wizard Towers and Bomb Towers) punishes Witches and Miners once they step through the first layer. Air defenses are spaced in a square around the core, with Sweepers pointing roughly toward 12 and 6 o’clock to push back early Blimps and slow Electro Dragons.

Use the Tornado Trap and Seeking Air Mines near the Town Hall/X-Bow cluster to catch a Blimp or Stone Slammer. Giant Bomb stacks are best placed in the lower channels (visible doubled pockets around 5–7 o’clock) to shred Hog and Miner waves that wrap from the bottom side.

Strengths

  • Anti-2 stars: core Town Hall boxed by multi-layer walls and key defenses; even successful entries often stall at 70–85% with one star.
  • Queen charge tax: scattered storages and angled compartments make it hard to reach Eagle, CC, and Town Hall in one charge.
  • Air control: ADs form a ring and Sweepers push across the longest diagonals, disrupting Blimps and E-Drags.
  • Split pathing vs smash: the diamond shape and off-set Infernos cause Bowlers/PEKKAs to walk and lose healers to air traps.
  • Time pressure: many small compartments plus outer trash buildings stretch attacks to the final seconds.

Trap and Pathing Notes

  • Keep Tornado and two Seeking Air Mines between Town Hall and a core X-Bow to catch a Blimp.
  • Double Giant Bombs in the lower side channels punish Hogs/Miners that rotate from 4–8 o’clock.
  • Spring Traps between outer cannons/archer towers and the first junctions to eject Giants and Hogs before heals land.

Recommended Clan Castle

For war and Legends, run 1 Lava Hound + 2–3 Archers. Alternative: 1 Ice Golem + 1 Baby Dragon + Archers to stall Queen charges and force extra poison/freeze.

How to Use in Legends/War

  • Swap Infernos to multi during Witch-heavy days; switch one to single if you’re seeing PEKKA/Bowler spam.
  • Rotate a Tesla farm to the side you’re getting hit most (top-left corner compartments work well) to snipe Healers and delay funneling.
  • Place a Red Air Mine path from the edge to each AD so E-Drags chain into them rather than the core.

Scouting Tips

If the enemy favors Queen Charge, close off one diagonal with extra walls and move a Rage/Heal-baiting storage inside that channel. Always re-check Sweeper directions after any tweak; they’re critical to the anti-2 star plan.

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