THE BEAST TH11 HYBRID/TROPHY Base 2023!! COC Town Hall 11 (TH11) Trophy Base Design – Clash of Clans
If you’re looking for THE BEAST TH11 HYBRID/TROPHY Base 2023!! COC Town Hall 11 (TH11) Trophy 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.
BASE DESCRIPTION
Hey everyone it’s Dark here, and today I’m excited to introduce you to my new townhall 11 base. It’s been a while since I’ve shared one of these, so I figured it was time to give you guys an updated version. Don’t forget to check out the base analysis, where I’ll explain each placement in detail and answer any questions you might have. Now, without further ado,
Let’s do the Base Analysis!
As you can see, I’ve prioritized the protection of the Townhall by placing it at the center of the base, similar to my other hybrid base designs, It’s crucial to keep it safe and secure since it’s worth one star and contains a substantial amount of loot in it.
An outstanding attribute of this base is the significant number of compartments. They are cleverly placed throughout the layout, and their purpose is to hinder the enemy’s troops’ advancement, leading to either a time-out or the opponent’s running out of troops. Giants and golems, for instance, are commonly seen struggling to breach the 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.
The mortars are positioned in the outer compartments of the base, with the aim of defending against spam attacks such as BARCH and mass goblins. They are strategically placed to cover almost the entire base except the core, which doesn’t necessarily require mortar protection since low hitpoint spam troops won’t likely reach that far.
every outer compartments of the base covered with archer towers, carefully positioned with ample space between them, providing comprehensive protection against air and ground attacks. This layout ensures a balanced distribution of defenses throughout the base, enhancing its overall effectiveness against all types of attacks, be it airborne or ground-based.
The correct placement of wizard towers is critical for a strong Town Hall 11 defense. These towers are among the most important defenses, so it’s crucial to position them where they are well-protected and can cover most of the other defenses. Therefore, separating them into different compartments is the optimal choice. In this base, you can see that the wizard towers’ ranges cover most of the defenses, which is precisely what we aimed for. when you are making a base yourself or you get it from somewhere else, it’s crucial to evaluate the wizard towers’ range and ensure that they cover more than 3 or 4 defenses. Otherwise, you may need 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.
The inferno towers are crucial defenses at town hall 11 after the eagle artillery, and we need to prioritize their safety while making sure they contribute to the base’s effectiveness. Therefore, I’ve placed them close to the base’s core, where they are well-protected and can cover important defenses like xbows, eagle artillery, and important buildings like town hall, and dark elixir storage with their range.
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.
At th11, we have two bomb towers divided into these two compartments. They have a short range but a spatial ability in which they deal damage like a giant bomb, which is why we placed them next to these wizard towers and multi inferno tower, because when they combine to any defensive building that deal splash damage, they show their power,
for example, when opposing group armies like miner armies or hog armies come to this compartment these armies are already damaged by other defenses, then the bomb tower pops like a giant bomb and then multi inferno and wizard tower do rest of the job.
We have placed our heroes, the archer queen and the barbarian king, across different compartments in the base. They are strategically placed with other critical defenses to ensure that they are not easily drawn out by the enemy troops. Our heroes are particularly effective against aerial attacks such as lava loon and ground attacks like hogs. For instance, when paired with two air defenses, the archer queen can swiftly destroy a lava hound. Similarly, the barbarian king can deal a lot of damage to ground troops like hogs. Additionally, the grand warden, acting like a defense has been placed in a location to provide support to other defenses.
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 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.
All air bombs are spread in outer compartmets of the base so that air troops face them before reaching to the middle of the base. 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 so that while these troops are distracted, our defenses such as air 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.
BEST DEFENSIVE CLAN CASTLE TROOPS COMBINATIONS
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 Electro Dragon + 1 Balloon (Recommended)
- 1 Baby Dragon + 2 Valkyrie + 2 Wizard
- 1 Golem + 1 Wizard + 1 Archer
- 1 Witch + 5 Wizards + 3 Archers
- 1 Lava Hound + 1 Balloon
- 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.
FEATURES OF THIS BASE
- Centered and well-protected Eagle Artillery
- Air Defenses are well protected
- Optimal Perfect traps placement
- So many compartments that slows down opponent troops
- Wizard Towers in well-protected compartments
- Great Against Both Ground & Air Attacks
- Inferno towers well protected near the core.
- X-bows in well protected compartments
- Archer Towers in each corner of the base.
- Bomb tower is placed near the inferno towers.
COPY BASE
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