Best TH11 anti-ground base layouts for 2026. Eagle Artillery stopping large troop deployments, Giant Bomb clusters on Hog corridors, and Skeleton Traps counter GoWitch and Yeti Smash.
TH11 ground attacks graduate to GoWitch (Golems, Witches, heroes) and Yeti Smash (Yetis, Witches, heroes). The Grand Warden ability makes these attacks more powerful by shielding key troops at critical moments. An anti-ground base at TH11 positions the Eagle Artillery to activate early on large troop deployments, uses tight compartments to prevent Witch Skeleton spam from spreading, and places Giant Bomb clusters on the Yeti approach corridors.
The Eagle Artillery activates after 150 housing space of troops are deployed, typically during the opening deployment of a GoWitch or Yeti Smash attack. Position it centrally so it begins firing while the Golem and Yeti vanguard is still in the outer ring. Early activation punishes the tank layer before Witches and heroes enter -- removing Golems early forces the attacking Warden to use his ability to protect the remaining push, revealing his cooldown to you mid-attack.
GoWitch and Yeti Smash attacks rely on Witch Skeletons spreading across compartments to overwhelm multiple defenses simultaneously. Tight, narrow compartments that channel Witch pushes into single-file corridors limit how many defenses Skeletons can engage at once. Mortars placed to overlap with these corridors deal continuous splash damage to Skeleton swarms. Single-mode Infernos at corridor entry points kill Witches before they generate additional Skeletons.
Yetis are high-HP troops that advance in a wide line. Place double Giant Bomb clusters at the midpoint of the two most likely Yeti advance corridors -- typically the base quadrants with the fewest air defenses, since Yeti Smash players choose ground corridors away from strong air coverage. Spring Traps at Yeti chokepoints break up their formation, reducing their effectiveness at tanking defenses.
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What are the dominant ground attacks at TH11?
GoWitch (Golems, Witches, heroes with Warden), Yeti Smash (Yetis, Witches, heroes), and Queen Charge GoWitch combinations where the Queen clears a side before the main push deploys.
How does the Eagle Artillery help counter TH11 ground attacks?
It activates early on large openings (150 housing space) and fires on the Golem and Yeti vanguard before heroes enter, forcing the attacking Warden to use his ability prematurely.
How do I counter Witch Skeleton spread at TH11?
Tight compartments channel Witch pushes into single-file corridors. Mortar splash continuously damages Skeleton swarms in these corridors. Single-mode Infernos kill Witches at corridor entry points.
Where should Giant Bombs go for Yeti Smash defense?
At the midpoint of the two Yeti advance corridors -- typically the quadrants with fewer air defenses. Double Giant Bombs side by side deal lethal damage to high-HP Yeti clusters.
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