
Base layouts
6 fully interactive TH11 layouts — inspect every building, toggle defense ranges, see what each base is weak to, then customize it in the builder.
An anti-3-star war layout for Town Hall 11: the Town Hall and Clan Castle sit in the walled core, key defenses are split across compartments so one spell package can't clear them, and Air Defenses are spread into separate quadrants against zap-quake.
Design score 94/100
16 compartments · Town Hall walled in · 48/48 defenses placed
Watch out for
Scored by the Clashest base analyzer — geometry heuristics (coverage, spacing, compartments) computed from official building data, not battle statistics.
TH11 farming base #1
TH11 trophy base #2
TH11 trophy base #3
TH11 trophy base #4
TH11 war base #5
TH11 war base #6
TH11 war base #7
Copy links open Clash of Clans on your device with the layout ready to place — they're created and shared by their designers in game, so there's no preview here until you open them.
Straight from the game data — the buildings you unlock, the extra copies you get, and where your level caps move when you reach TH11.
New unlocks
Eagle Artillery
Tornado TrapExtra copies
Archer Tower+1 → 8
Cannon+1 → 7
Wizard Tower+1 → 5
X-Bow+1 → 4
Walls+25 → 300| Building | Count | Max level at TH11 | Change |
|---|---|---|---|
Army Camp | ×4 | 9 | 8 → 9 |
Barracks | ×1 | 13 | 12 → 13 |
Blacksmith | ×1 | 4 | 3 → 4 |
Clan Castle | ×1 | 7 | 6 → 7 |
Dark Barracks | ×1 | 8 | 7 → 8 |
Dark Spell Factory | ×1 | 5 | — |
Helper Hut | ×1 | 1 | — |
Hero Hall | ×1 | 5 | 4 → 5 |
Laboratory | ×1 | 9 | 8 → 9 |
Spell Factory | ×1 | 6 | 5 → 6 |
Air Defense | ×4 | 9 | 8 → 9 |
Air Sweeper | ×2 | 7 | 6 → 7 |
Archer Tower | ×8 | 15 | 13 → 15 |
Bomb Tower | ×2 | 6 | 4 → 6 |
Builder's Hut | ×5 | 1 | — |
Cannon | ×7 | 15 | 13 → 15 |
Eagle Artillery | ×1 | 2 | new |
Hidden Tesla | ×4 | 9 | 8 → 9 |
Inferno Tower | ×2 | 5 | 3 → 5 |
Mortar | ×4 | 10 | 8 → 10 |
Wizard Tower | ×5 | 10 | 9 → 10 |
X-Bow | ×4 | 5 | 4 → 5 |
Dark Elixir Drill | ×3 | 8 | 7 → 8 |
Dark Elixir Storage | ×1 | 6 | — |
Elixir Collector | ×7 | 14 | 13 → 14 |
Elixir Storage | ×4 | 12 | 11 → 12 |
Gold Mine | ×7 | 14 | 13 → 14 |
Gold Storage | ×4 | 12 | 11 → 12 |
Air Bomb | ×5 | 5 | 4 → 5 |
Bomb | ×6 | 8 | 7 → 8 |
Giant Bomb | ×5 | 5 | 4 → 5 |
Seeking Air Mine | ×5 | 3 | — |
Skeleton Trap | ×3 | 4 | — |
Spring Trap | ×6 | 6 | 5 → 6 |
Tornado Trap | ×1 | 2 | new |
28 buildings gain new levels at TH11. Source: official game data (footprints, counts and level caps), regenerated each game update.
Deny the enemy all three stars.
Protect your storages and Dark Elixir.
Balance loot protection with trophy defense.
The current meta attack strategies at Town Hall 11 — build your base against these, or take them to war yourself.
Super Yeti Blimp Dragons
MediumWar / 3-star · #1 at TH11
A cloned Super Yeti deletes the TH11 core in seconds, turning the Dragon push into a mop-up job. The two-phase structure means even a failed Blimp usually still lands a two-star.
Zap Witches
EasyWar / 3-star · #2 at TH11
Fifteen Witches produce more skeletons than a zapped TH11 base can clear, and the Log Launcher drags the whole wave to the core. The cheapest 'hero-down' war attack at this hall.
Queen Charge Hybrid
HardWar / 3-star · #3 at TH11
Hybrid rides the Queen's opening: once the CC and a defensive corner are gone, Hogs + Miners heal-chain through everything left. The premier skill attack of TH11 — hard to master, nearly unstoppable when flown well.
Sneaky Goblin Farming
EasyFarming · #4 at TH11
Nothing farms resources per hour like boosted Sneaky Goblins: invisible on deploy, double damage to storages, trained in minutes. This is how TH11+ players bank the loot for hero and lab upgrades.