Best Armies For Town Hall 11 In Clash Of Clans

Best Armies For Town Hall 11 In Clash Of Clans

Key Takeaways

  • Electro Dragons are powerful but vulnerable to distractions like Air Sweepers.
  • Zap Dragons take down Air Defenses effectively using Dragons and Spells.
  • Queen Charge Hybrid combines Hog Riders and Miners for a versatile attack.

As a seasoned CoC player with over a decade of gaming under my belt, I can confidently say that these strategies are not only intriguing but also incredibly effective. The Queen Charge Hybrid strategy, while tricky to master, offers a powerful punch at various Town Hall levels. It’s like dancing a delicate ballet of destruction, where the Hog Riders and Miners sweep across the battlefield, their paths illuminated by the fiery breath of the Flame Flinger.


In the popular game “Clash of Clans”, Town Hall 11 introduces numerous upgrades for players. On the defensive side, they receive the whirling Tornado Trap and the Eagle Artillery, a formidable cannon that boasts an impressive range and can wipe out an army if not properly addressed. To counteract the enhanced defenses, players gain access to new troops such as Electro Dragons and Ice Golems, an invisibility spell, and a powerful new character, the Grand Warden. Additionally, they are now able to train Super Troops.

With so many new and exciting inclusions for Town Hall 11, it’s no wonder that players find it hard to know which armies are the best. For those unsure, these are the best army strategies and how to use them for Town Hall 11, incorporating new unlocks and taking into consideration how easy each attack is to execute for players looking to get a perfect 3-star.

5 Electro Dragon Spam

Easy To Use But Inconsistent

Army Composition

  • 8 Electro Dragons
  • 4 Balloons
  • 4 Rage Spells
  • 2 Freeze Spells
  • 1 Poison Spell
  • Stone Slammer, 1 Electro Dragon, 3 Balloons, 2 Freeze Spells (Clan Castle)

Electro Dragons emit lightning bolts that hop from building to nearby buildings within a tile’s distance, causing damage to multiple structures in one go. That’s why an army primarily consisting of E-Dragons can be incredibly potent. However, their slow attack and movement rate expose them to Air Sweepers. To mitigate this threat, you can employ Freeze Spells or strategically use Lightning Spells to eliminate the Air Sweepers.

The approach is straightforward. Players choose a location for their assault, preferably the point nearest to the Eagle Artillery. They position the King on one side and an E-Dragon on the opposite side to clear exterior structures, forming a pathway into the base. Subsequently, they release a few balloons to activate Seeking Air Mines, followed by the E-Dragons, a Stone Slammer, and the Grand Warden carrying the Eternal Tome and Rage Gem. At crucial moments, dropping Rage and Freeze Spells helps the E-Dragons demolish the base effectively. However, it’s important to note that E-Dragons can be quickly diverted or eliminated if they are overpowered, leading to an inconsistent strategy execution.

4 Zap Dragons

Strong And Easy To Use

Army Composition

  • 10 Dragons
  • 6 Balloons
  • 1 Electro Dragon
  • 2 Rage Spells
  • 1 Freeze Spell
  • 4 Lightning Spells
  • 2 Earthquake Spells
  • Stone Slammer, 7 Balloons, 2 Freeze Spells (Clan Castle)

In this game scenario, Zap Dragons strategically deploy Regular Dragons and Balloons, backed by Lightning and Earthquake spells, to eliminate Air Defense units. To bring down an Air Defense, you’ll need two Lightning Spells and one Earthquake Spell. Since it’s usually wise to eliminate at least two Air Defenses during the attack, it is advantageous to focus on those that are located farthest from the Eagle Artillery. This allows the Dragons to approach the other Air Defenses more quickly with the help of Rage and Freeze spells.

Initially, we take out both the anti-air defense systems, followed by shaping a path with the Barbarian King and a Dragon. Subsequently, Dragons, Balloons, Stone Slammer, Grand Warden accompanied by Eternal Tome and Rage Gem are deployed – starting with Balloons to activate Air Bombs. Rage and Freeze Spells are employed to bolster the Dragons in eliminating the remaining two anti-air defenses, Eagle Artillery, and crucial defensive structures. If executed skillfully, the Dragons will annihilate the entire base.

3 Queen Charge LavaLoon

Powerful But Difficult To Master

Army Composition

  • 5 Healers
  • 2 Lava Hounds
  • 16 Balloons
  • 12 Minions
  • 2 Super Wall Breakers
  • 1 Baby Dragon
  • 3 Rage Spells
  • 1 Jump Spell
  • 2 Haste Spells
  • 1 Poison Spell
  • Stone Slammer, 7 Balloons, 2 Freeze Spells (Clan Castle)

A Queen Charge is one of the most popular strategies, regardless of a player’s Town Hall level. It involves pairing five Healers with the Archer Queen, helping her to eliminate a chunk of the base herself, including Clan Castle Troops and key defenses such as the Eagle Artillery. An equipment pairing of Invisibility Vial and the Frozen arrow is ideal for this. The Queen Charge is followed up by a second wave of attack. In this case, it’s a combination of Lava Hounds and Balloons. This army composition is particularly effective against bases that are well spread out, as the Queen can eliminate certain compartments without being overwhelmed, while the Lava Hound and Balloons can clean up the remainder of the base later.

Employing the Barbarian King and a Baby Dragon, you can construct a funnel and either cast Jump Spells or Super Wall Breakers to let the Queen enter the enemy base. Backing up the Queen and Healers with Rage Spells, Freeze or Invisibility Spells will empower her to eliminate Eagle Artillery, Air Defenses, and Air Sweepers independently. Once she’s made some progress, players should deploy Lava Hounds in front of Balloons and the Grand Warden (who carries the Eternal Tome and Rage Vial) to finish off the rest of the base. Haste Spells are beneficial as they speed up the Balloons, enabling them to reach defenses faster and reducing the risk of running out of time. In summary, this is a potent strategy, but it involves several components and requires practice to perfect.

2 Queen Charge Hybrid

Versatile And Dominant But Takes Time to Perfect

Army Composition

  • 5 Healers
  • 13 Miners
  • 13 Hog Riders
  • 2 Balloons
  • 2 Baby Dragons
  • 2 Super Wall Breakers
  • 1 Archer
  • 1 Jump Spell
  • 1 Rage Spell
  • 2 Invisibility or Freeze Spells
  • 2 Heal Spell
  • 1 Poison Spell
  • Flame Flinger, 7 Hog Riders, 1 Rage Spell (Clan Castle)

This Queen Charge alternative isn’t the simplest strategy to implement, but it packs a punch across various Town Hall levels. Instead of Lava Hounds and Balloons, this tactic utilizes an equal number of Hog Riders and Miners. Both these troops can navigate through walls, swiftly clearing a base. They work well together; Miners focus on buildings while dealing with defending Heroes and Skeleton Traps, providing cover for the Hog Riders as they charge toward defenses and demolish them. The Flame Flinger is also included, adding another destructive element. It’s best placed where there’s minimal protection from X-Bows. If a Mortar or Hidden Tesla emerges, a Baby Dragon is used to neutralize the threat, allowing the Flame Flinger to wreak havoc on a corner of the base independently.

As a gamer, I strategize using my Barbarian King and Baby Dragon to guide the Queen and Healers into my base. With the Jump Spell or Super Wall Breakers, I ensure easy access. Supporting her with Rage, Invisibility, or Freeze spells adds an extra layer of protection. My Hog Riders and Miners, escorted by the Grand Warden, Eternal Tome, and Life Gem, are armed with Heal Spells for reinforcement. They efficiently clear any remaining base structures. Due to their swift speed, time failure risks are minimized. This strategy might require practice, but when mastered, it provides a dependable army setup suitable for higher Town Hall levels, even up to Town Hall 11.

1 Mass Witches

Easy To Use Spam Attack

Army Composition

  • 4 Ice Golems
  • 10 Witches
  • 10 Bowlers
  • 5 Wizards
  • 1 Rage Spell
  • 4 Freeze Spells
  • 4 Bat Spells
  • 1 Poison Spell
  • Log Launcher, 1 Ice Golem, 1 Yeti, 2 Archers, 2 Bat Spells (Clan Castle)

At Town Hall level 11, players gain access to Ice Golems, enabling them to employ a potent new tactic that combines Witches, Ice Golems, and Bat Spells. This strategy offers numerous possibilities, but its essence lies in pinpointing the positions of splash damage defenses within an enemy’s base. The primary targets are Multi-Target Inferno Towers and Wizard Towers, which can be neutralized using Freeze Spells before being swarmed by hordes of troops. As always when attacking at Town Hall 11, it is advisable to approach the base from the side closest to the Eagle Artillery for optimal results.

The strategy calls for initially releasing Ice Golems, followed by your three heroes and troops such as Log Launcher, Witches, Bowlers, and Wizards. Position funnels on both sides to guide them towards the enemy base, causing chaos. The most challenging aspect is timing the freeze spells correctly to take out the Multi-Target Inferno Towers and Wizard Towers before they can handle the skeletons summoned by the Witches. Once the Multi-Target Inferno Towers are neutralized, use Bat Spells strategically in areas away from Wizard Towers, allowing them to clear a section of the base independently. This versatile army is straightforward to master.

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2024-09-27 16:34