01 · Defensive idea
What this layout is trying to do
Layer the Town Hall with splash damage and point defenses while preserving enough space to disrupt spell value.
Trophy protection can expose collectors and make routine farming less efficient. That tradeoff is intentional: a useful base has a clear job instead of trying to win every possible exchange.
Best reasons to try it
- It centralizes the main objective.
- It forces longer travel.
- It supports overlapping defensive fire.
02 · Placement guide
Build it as a system, not a picture
Start at the center and work outward. Place the main objective, then the defenses that protect it, then the walls that force an attacker to spend time reaching them. Exterior buildings come last because their spacing determines how easily an army can create a funnel.
- 1Lock the core
Layer the Town Hall with splash damage and point defenses while preserving enough space to disrupt spell value.
- 2Split premium defenses
Do not let one freeze, jump, or hero route solve every high-value target at once.
- 3Shape the approach
Offset outside buildings and wall openings so the easiest funnel does not point directly at the core.
- 4Set traps after the structure
Set seeking air mines just beyond the first defensive ring, where healers and heavy air troops tend to commit.
03 · TH11 context
What mattered at this Town Hall in 2020
The Eagle Artillery adds a long-range anchor at TH11, and the Grand Warden gives attackers a timed answer to concentrated damage.
The pressure this layout must answer
Bowlers, Electro Dragons, and Queen-led entries benefit when premium defenses line up or sit inside one spell corridor.
Avoid a straight line through the Eagle, Town Hall, and both Infernos. Stagger major defenses so the attacker must choose where to spend the Warden ability.
Mark the moment the Eagle activates and the Warden ability is used. If both events always favor the attacker, change the order of objectives.
04 · Layout-specific field note
Make the Warden ability answer only one damage phase
Concentrated Eagle, Inferno, and Town Hall damage lets one ability cover too much of the objective push.
Create an early damage zone and a separate inner objective zone so the attacker must choose the ability timing.
Pause at the ability activation. If every premium defense is already engaging, spread the damage phases.
05 · Replay lab
Three checks before you keep it
Which edge do attackers choose, and which outside buildings make that choice easy?
Can one spell affect the Town Hall and more than one premium defense?
Where does the main army change direction, split, or leave a defense standing?
Review three comparable defenses before making a large change. Move one or two traps first; change the structure only when the same route keeps succeeding.
About the recovered copy link
This official Clash of Clans layout URL appeared in the archived 2020 collection. Old layout URLs can expire or open a different game state, so it is offered as a historical convenience—not a guarantee.