Town Hall 11 Guide: Eagle Artillery and Grand Warden
Written by Hüseyin İriş, Developer and editor at Cockit
Last reviewed · Reflects the game after the August 2026 update (Town Hall 18 is the highest level); TH11 unlocks, Hero Hall caps and Ranked league floors checked against the Clash of Clans Wiki on 2026-10-12.
What changes at Town Hall 11
The Eagle Artillery covers almost the whole map but has a blind spot near itself. It stays dormant until 200 housing space has been deployed, warning every 50: each Hero counts as 25, each spell housing space as 5 and each siege machine as 1, while Clan Castle troops do not count. Like X-Bows and Inferno Towers, it needs reloading, which happens automatically when you log in.
Hero Hall level 5 (4,500,000 Elixir and 4 days 12 hours) unlocks the Grand Warden and a third Hero slot. The Warden is upgraded with Elixir, not Dark Elixir, and starts with the Eternal Tome and Life Gem. Hero Hall 5 caps the King and Queen at 50, the Minion Prince at 30 and the Warden at 20.
Also new: the Tornado Trap, which pulls troops into a spin (Miners are immune), a fifth Wizard Tower, a fourth X-Bow, a seventh Cannon, an eighth Archer Tower and 300 Walls. Offense gains the Electro Dragon, Ice Golem and Invisibility Spell, Blacksmith 4 adds the Rage Gem, Clan Castle 7 holds two spells, and you can boost Super Troops with Dark Elixir or a Super Potion. The upgrade costs 4,000,000 Gold and takes 5 days.
Upgrade priority
Hero Hall 5 must be built before TH12, and the Warden's Elixir upgrades do not compete with the other Heroes for Dark Elixir, so put him on a Builder early.
The Builder's Apprentice and Lab Assistant are worth assigning every day at this level, since Hero, Eagle Artillery and Laboratory upgrades now run for several days each.
- Hero Hall level 5 for the Grand Warden and the third slot, then the Laboratory to level 9.
- Eagle Artillery. It is the defense that shapes every attack against you.
- Your main attack: Electro Dragons, Hybrid, LavaLoon or a Queen Walk combination. Research only what it uses.
- Heroes: Warden with Elixir and the King, Queen and Prince with Dark Elixir, so two Builders can work on Heroes when resources allow.
- Clan Castle level 7 for the second spell and the Army Camps.
- Inferno Towers, X-Bows and the Tornado Trap.
- Remaining defenses, storages and Walls.
How to choose a base at TH11
Your Ranked league floor is Barbarian League 6. For war and Ranked, look at the Eagle Artillery first. A central Eagle punishes attackers who send most of their army late, after the Queen Walk or first funnel; an Eagle near the edge is easy to snipe once it wakes. Keep it deep and make sure its blind spot is covered by short-range defenses.
The Tornado Trap is strong next to the Town Hall or Eagle Artillery, where it holds troops in the range of several defenses. It does not affect Miners, so do not count on it against Hybrid. Against Electro Dragons, avoid long chains of buildings and defenses spaced so a bolt can bounce between them.
With three banners, cover three zones: the Warden and Queen near the core, and the Minion Prince where air attacks enter.
In normal battles, where loot can be stolen, a farming base can use the Eagle Artillery and Inferno Towers to protect the Dark Elixir Storage, since every Hero but the Warden runs on Dark Elixir. Keep the war layout for Ranked Battles, where you lose no loot and only stars matter.
Common attack strategies at TH11
Electro Dragons are the newcomer that many TH11 players use for war. Their chain lightning bounces between buildings, so they shine against bases with tightly grouped defenses. The Eternal Tome and Rage Spells keep them alive through the Eagle and Inferno Towers.
Queen Walks into Hybrid or LavaLoon remain strong, now supported by the Grand Warden's aura and Eternal Tome. Count your housing space: if your Queen Walk and funnel use under 200 housing space, the Eagle Artillery is still asleep while you clear the first side.
Super Troops add more options; check which ones you can boost, since each needs its base troop at a set level and only two can be active at once. The Invisibility Spell helps Hog Riders or Balloons slip past a key defense.
Farming and resources at TH11
Storages are 14% lootable with a 700,000 cap, and Dark Elixir 5% with a 5,500 cap. The Town Hall holds 2,000,000 Gold and Elixir and 20,000 Dark Elixir. Searching costs 1,000 Gold per base.
Elixir now has a big new sink in the Grand Warden, which balances the Gold-heavy defense upgrades. The Alchemist, recruited with Gems, joins the Helper Hut at TH11 and converts one resource into another, useful when one storage is full while you wait on the other.
Super Troop boosts cost Dark Elixir unless you use a Super Potion, so they compete directly with Hero upgrades. Boost them when you plan a run of attacks with the same army, not for a single raid.
Mistakes to avoid
- Leaving the Eagle Artillery where a Queen Walk can reach it before it wakes.
- Relying on the Tornado Trap against Hybrid. It does nothing to Miners.
- Placing the Tornado Trap on the outer ring, where the first troop to walk past sets it off and nothing else is in range.
- Boosting Super Troops you have not practised with in war.
- Waiting to start the Warden because the other Heroes need Dark Elixir. He uses Elixir.
- Rushing to TH12 with a low Warden. His Eternal Tome is what protects your army through the Giga Tesla and Eagle at higher levels.