NEW ULTIMATE TH11 HYBRID/TROPHY Base 2022!! COC Town Hall 11 Trophy Base Design – Clash of Clans


If you’re looking for NEW ULTIMATE TH11 HYBRID/TROPHY Base 2022!! | Town Hall 11 (TH11) Hybrid Base Design – Clash of Clans, then you have come to the right place. This base is one of the best base for coc Town Hall 10 available on YouTube. This Town Hall 10 coc base layout can be used for Trophy pushing. To know more about this TH10 best coc base, continue reading this post.


Hey guys, dark here, today I’m presenting you a new TH11 base, I haven’t made one of these in like months, so I thought it was finally time to give you guys an updated TH11 base, please don’t forget to go through base analysis, because there I will explain each and every placement of the base.

Let’s do the Base Analysis!

As u guys can see ,Townhall is well protected in the central part of the base just like my other hybrid base designs because it is important to keep it safe and secure as it is worth one star and has a decent amount of loot in it.

One of the great features of this base is the number of compartments; there are compartments almost everywhere, having so many different compartments supports us in slowing down opponents’ troops, resulting in time failure or opponents run out of troops. Most opponents’ troops, such as giants and golems, are generally found stuck on walls.

now coming to the defenses, they are placed in such a way that they cover the whole base and the base remains strong from all the sides.

Mortars are placed towards the base’s outer compartments because we want them to protect us against spam attacks like BARCH and mass goblins, but they are placed in such a way that they pretty much cover almost the entire base except the core, which is not really required to be covered by the mortar because most low hitpoint spam troops won’t be able to reach there.

Archer towers are situated in each outer compartment with appropriate distances among them, in order to cover the entire bases against air troops, placing them in this way provides a really good balance to the base, thereby making the base more effective against all kinds of attacks, be it an air attack or ground attack.

Wizard towers are one of the most important defense at town hall 11, so it is important to place them at the spots where they’re well protected and their range covers most of the defenses, hence, placing them in different compartments away from one another, would be the most appropriate choice, as you can see wizard towers’ range cover most of the defenses in their range which is exactly what we wanted, so next time when you are making a base yourself or you get it from somewhere else, make sure to check how many defenses are the wizard towers covering in their range, if its barely covering 2 or 3 defenses, then you may want to reconsider their placement.

Talking about air defenses, to avoid being taken down by lightning spells as a group, air defenses are separated into multiple compartments. They are deployed in compartments near the base’s core, their range covers nearly the whole base inside the walls, and when combined with other air defense buildings this base becomes a beast against air attacks. the air defenses are paired with air sweepers, which contribute to increased defense against air attacks such as lava loons, mass dragons and Electro dragons.

The eagle artillery is put in the central compartment of the base since it is the most powerful and vital defense at Town Hall 11, thus it only makes sense to place it there right in the core. its range encompasses the whole base except first 7 tiles, which are taken care of by other defenses.

After the eagle artillery, inferno towers are the most important defense we have at town hall 11, so keeping them safe while making full use of their potential to increase the effectiveness of the base is our top priority. As a result, I’ve decided to place them near the core of the base, where they are well protected and their range covers a lot of main defenses and important stuff like xbows, town hall, and dark elixir storage, among other things.
You must configure the inferno tower mode in accordance with the armies you face; if you face lower hitpoint but higher troop count armies, such as miners, bowlers, and witches, you should use multiple mode; if you face high hitpoint troops, such as electro dragons, pekkas, and golems, you should use single mode.

Cannons are strategically placed where they are needed, contributing to the overall balance of the base and allowing it to defend itself effectively against ground attacks.

Xbows are well protected in these four compartments near the core, and they are set to both ground and air because, as I saw, I was targeted by both ground and air armies, so setting it to ground just for the additional range isn’t really worth it.

We have two bomb towers at th11, which we have separated into these two compartments. They have a short range but a spatial ability in which they provide damage like a giant bomb, that’s why we have placed them next to these giant bombs, so that both of them combined together act as double giant bomb, placements like these can really catch opponents offguard, hence ended up losing a major chunk of their army to this bomb tower giant bomb combo.

We have placed two of our main heroes, archer queen and barbarian king right in the core of the base, alongside our other main defenses, because if they are a placed in a spot where they are not easily lurable, they can deal lethal damage to enemy troops especially to lava loon and hog armies, a queen combined with two air defenses can literally melt a lava hound in few seconds, similarly barbarian king can deal alot of damage to ground troops like hogs, hence we have made good use of them.

When it comes to storages, they are spread evenly throughout multiple compartments; most rookie base designers make the mistake of placing all storages in the center and defenses on the outer compartments. As a result, once the attacker has penetrated the compartment of defenses, they have access to all of the loot.
Because the storages are in different compartments in this base, the attacker will have to take out the entire base in order to acquire all of the loot.
Also remember to never put the same type of storages on the same side of the base; for example, if we put both gold storages on this side of the base, the attacker will be able to grab almost all of your gold merely by destroying this portion of the base. As a result, in order to avoid this. We alternate their placement, much like this base.

In regards to trap placement, I’ve seen plenty of attacks on this base and discovered certain areas where most opponents are likely to drop their troops, as well as pathings where troops are most likely to walk through, and I’ve planted these traps in those areas to make maximum use of them.
after observation of so many attacks on this base, spring traps, and giant bombs are strategically placed in different compartments according to the pathing of defense attacking troops like hogs and giants, which helps in making this base stronger against ground attacks.
we have placed those bombs out there so that they can take out the wall breakers, which can potentially ruin attackers funnel as the troops wouldn’t be able to go inside the base and they’ll end up going for the outer trash buildings which will end up ruining the attack.
All seeking air mines and air bombs are spreaded near the air defenses so that they can help our air defense against air attacking troops. Seeking air mines target single troops but at high damage, causing a headache for lava hound armies, while air bombs target multiple air units with area splash damage up to 200 damage points, causing a serious problem for balloon and minion armies.
All skeleton traps are set to air mode to distract air attacking troops such as electric dragons and dragon riders, and once these troops are distracted, other defenses do massive damage to them.

When it comes to the outer buildings, I’ve placed them in an alternatively to avoid placing the same type of collectors close together. I’ve noticed that most people don’t think about it when placing those outer buildings, so they end up putting the same type of collectors all together. These collectors become an easy target for attackers when placed together, so it’s important to spread them out to make it harder for them to be taken out.

That’s it for the Base Analysis

Even if your base is powerful enough on its own, having defensive troops in your clan castle will benefit you a lot, since clan castle troops can help you waste opponents’ troops and time. Having clan castle troops is necessary to make the maximum use of our base’s centralised clan castle function.

If you want to copy this base just click on the Copy Base Button, it will redirect you, from where you can easily copy this base design.


Using clan castle troops for defending your base is highly recommended as they can put the attacker in trouble by distracting them. Even though the base alone is sufficient to stop most of the attacks used by Town Hall 10 attackers, using the clan castle can help a lot. At Town Hall 10 you can get Maximum of 35 housing space in your clan castle, here are some of my recommendations for CC troops combinations for defense at Town Hall 10 :-

  1. 1 Electro Dragon + 1 Balloon (Recommended)
  2. 1 Baby Dragon + 2 Valkyrie + 2 Wizard
  3. 1 Golem + 1 Wizard + 1 Archer
  4. 1 Witch + 5 Wizards + 3 Archers
  5. 1 Lava Hound + 1 Balloon
  6. 1 Dragon + 3 Wizard + 1 Archer

Since most people can’t get these troops from their clans, you can also use other troop combinations which are easily available like all wizards, all balloons or any other troop combination but i highly recommend you to have above mentioned troops for best defensive experience at Town Hall 10.


  1. Centered and well-protected Eagle Artillery
  2. Air Defenses are well protected
  3. Optimal Perfect traps placement
  4. So many compartments that slows down opponent troops
  5. Wizard Towers in well-protected compartments
  6. Great Against Both Ground & Air Attacks
  7. Inferno towers well protected near the core.
  8. X-bows in well protected compartments
  9. Archer Towers in each corner of the base.
  10. Bomb tower is placed near the giant bomb.


If you want to copy this base just click on the Copy Base Button, it will redirect you, from where you can easily copy this base design.

Copy Base

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8 thoughts on “NEW ULTIMATE TH11 HYBRID/TROPHY Base 2022!! COC Town Hall 11 Trophy Base Design – Clash of Clans

  1. You can use Lightning spell to take out queen inferno air defense and Xbow at the same time. Should be easy to finish a base with only 2 airdefenses no queen no infernos and 2 xbows no? If you ground attack you just need to use earthquakes or jumpspell between xbow and air defense and youll be able to take out 2 xbows and the entire centercompartment in 1 go. Bye bye to eagle and 2 infernotowers. Probaply best to use rage spell to avoid the infernos doing to much damage. As the giant bombs are at the front I belive the tank troops will eat them and a simple heal spell would make them all full hp again. As soon as the troops took care of the center compartment ranged troops will take out the rest of the xbows and thats gg’s.
    Correct me if I am wrong but pretty sure thats how any intelligent attacker can easily defeat the base no?

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