Best TH11 War Coc Layout | Anti Air / Electro Dragon my worrior plan
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Strategy Explanation
This TH11 war base is built as a rotated diamond with tight, staggered compartments that slice up troop pathing. The Town Hall sits near the middle ring with the Clan Castle and heroes close by, while the Eagle Artillery is tucked deep on the lower-left side of the core. Two Inferno Towers anchor opposite quadrants of the center, creating overlapping coverage you can’t reach with a single jump. Four Air Defenses are spaced one layer in from the edges—roughly at the four quadrants, So Electro Dragons can’t chain through multiple key targets at once. Air Sweepers are crossed to push from opposite angles, forcing air troops to drift and split.
Outer trash buildings are spread evenly to delay funneling, and the walls create a lot of small turns so Bowlers and E-Drags don’t get clean lines. X-Bows sit inboard and cover most of the base on air, while Wizard Towers sit behind high-HP storages to punish Loons that sneak past. Overall, it’s a time-drain design that denies E-Drag chain value and makes Queen Charges commit spells early.
Strengths
- Anti-Electro Dragon: staggered buildings, storages in front of key defenses, and crossed Sweepers limit chain value and force splits.
- Deep Eagle + Inferno spread: hard to grab both Infernos and the Eagle with one entry; mispathing is common.
- Air Defenses a layer in: not zappable in pairs without heavy investment, and not snipeable from the edge.
- Compartment maze: Jump + Rage Bowlers don’t get straight bounces; Kill Squad tends to walk if the funnel slips.
- Balanced perimeter: Archer/Cannon ring slows heroes and drags, buying time for core defenses.
How to Defend With This Base
- Clan Castle: Lava Hound + Ice Golem or double Ice + Archers. Both waste air time and stall Queen Charges.
- Inferno modes: Run at least one Multi for E-Drags/Loons. If your war sees lots of Yeti/BoBat, consider dual Multi.
- Traps (suggested): Place Seeking Air Mines on the likely E-Drag lanes toward each Air Defense and Red Air Bombs between ADs and core. Spring Traps on the inner corners to catch Hogs.
Attacker Paths You’ll Commonly See
- Zap an AD + Sweeper then E-Drags from that side. Expect them to stall on storages—core Multi and X-Bows will clean up.
- Queen Charge into an Inferno from a corner. If they miss a Rage or lose healers to a Sweeper push, the charge dies before reaching the Eagle.
- Bowler/PEKKA smash with two Jumps. The inner turns usually split the army; keep Warden on ground to punish.
Builder Notes
- Swap one Wizard Tower with a Gold Storage each war to break scouting notes without changing the pathing.
- Rotate the Air Sweeper directions between wars (one toward the long side, one across the TH line) to surprise E-Drag openers.