Modern TH11 Troll / Funny Coc Layout | ar coc
Latest Reviews ()
Strategy Explanation
This TH11 war base is a troll/funny spin on the modern diamond grid. The walls form dozens of tiny diamond compartments from edge to core, forcing pathing breaks and making troops bounce between short targets. The Town Hall sits slightly south-east of center, not the absolute core, with the Eagle Artillery tucked a bit left of mid. The two Inferno Towers are paired in the lower-middle ring, split by walls so a single Freeze rarely locks both. X-Bows are staggered through the center line, giving overlapping fire no matter which side is chosen. Storages are pushed to the outer lanes (notably several Elixir Storages on the right), baiting attackers to start there and burn time while the core stays untouched.
It’s “troll” because it looks friendly to Queen Charges and Hog/Loon pathing, but the maze of diamonds creates awkward healer drift, bad funneling, and tons of trap pockets. Open-looking tiles between diamonds are intentional trap slots that punish troops stepping between compartments.
Strengths
- Pathing chaos: Micro-compartments force King/Queen and bowlers to keep retargeting, wasting ability windows.
- Inferno pairing: Both Infernos cover the Town Hall approach from the south and center, great vs. hybrid and mass Hogs.
- Anti-siege lanes: Spread Air Defenses and wide X-Bow coverage make simple Battle Blimp or Slammer lines risky.
- Baited edges: Storages on the right edge and north pull early drops; once heroes commit, jump/Wall Wrecker value is poor.
- Trap pockets: Plenty of single-tile voids for Giant Bombs, Springs, and Seeking Air Mines inside the diamond maze.
Building and Trap Notes
- Air Defenses: Spread in four quadrants; pair Seeking Air Mines near the ones covering likely Blimp paths (top-right and right).
- Giant Bombs: Tuck them in the inner diamond ring between the Infernos and TH approach to pop Hogs/Yetis mid-push.
- Springs: Slot along the narrow diamond connectors on the south and west to snipe Hog pathing.
- Tornado Trap: Place just off the Town Hall toward the Infernos to hold a Blimp drop or clump hybrid under multi beams.
War Usage Tips
- Scout for obvious Wall Wrecker lines and offset a small trash building to break its path.
- Run both Infernos on multi for anti-swarm value; swap one to single if your enemy favors P.E.K.K.A./Yeti smash.
- Set one Skeleton Trap to air to stall a Queen Charge; the other to ground to drag Hogs into splash.
Recommended CC
- Hound + Ice Golem + Archers for maximum Queen Charge delay.
- Alternative: 2 Ice Golems + Headhunters vs. hero-heavy ground comps.
Attacker Baits to Exploit
- Right-side storages invite a start; they soak time while X-Bows and Wizard Towers chip.
- Center looks jumpable, but the double-diamond pockets split troops and strand healers.
Final Thoughts
Use this when you expect meta Queen Charge Hybrid or QC Lalo at TH11. It won’t always stop a top-tier plan, but it reliably converts sloppy charges into low 2-stars or time fails—and that’s perfect for war.