Complete TH11 GoWitch attack guide for 2026. Golem tank line, Witch Skeleton mechanics, Grand Warden ground mode, and Eagle Artillery timing for three-star war attacks at Town Hall 11.
GoWitch at TH11 adds the Grand Warden ground ability to the classic Golem-Witch combination, creating the first army where an ability shield makes the entire pushing army temporarily invincible mid-attack. The Golem tank line absorbs outer ring fire while Witches spawn Skeletons that flood the base with dozens of small attackers. The Warden ability at the critical moment -- when Infernos lock onto Golems or when Eagle Artillery activates -- turns a deteriorating attack into a clean three-star.
Standard TH11 GoWitch (260 housing): 2 to 3 Golems (60 to 90), 10 Witches (80), 2 P.E.K.K.A.s (30), 6 Wall Breakers (6), filler Giants or Archers. Spells: 3 Rage, 2 Heal, 1 Earthquake (for Wall Breaker support or Inferno break). Clan Castle: Witch + Golem. Grand Warden on ground mode positioned in the center of the push. P.E.K.K.A.s follow Golems and deal direct damage to Infernos and Eagle Artillery while Witch Skeletons clear surrounding buildings. Earthquake Spell on the outer wall layer adjacent to the most dangerous Inferno saves Wall Breaker housing space.
Step 1 -- Wide funnel: Deploy 1 Giant and 2 Witches on each side of the planned entry point to start Skeleton generation in the outer buildings and create a wide funnel. Step 2 -- Golem entry: Deploy all Golems at the funnel entry point side by side. Their wide tank front stops the P.E.K.K.A.s and Witches behind them from wandering. Step 3 -- Main army: Deploy all Witches, then P.E.K.K.A.s, behind the Golem line. Wall Breakers immediately when Golems approach the first wall. Step 4 -- King and Warden: Deploy King behind the main army. Warden follows automatically in ground mode, his radius covering the Golem-Witch cluster. Step 5 -- Rage timing: First Rage when the cluster engages the inner ring defenses. Warden ability when Eagle Artillery activates (around 150 housing space deployed). Second Rage on the Town Hall approach. Step 6 -- Queen on the opposite edge for outer building cleanup.
The Eagle Artillery at TH11 activates after 150 housing space of troops are deployed -- roughly when Golems enter the second compartment ring. Save the Warden ability specifically for Eagle Artillery activation. A Warden ability during Eagle Artillery burst makes the entire Golem-Witch cluster temporarily invincible through the highest-damage phase of the attack.
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How many Witches do I need for TH11 GoWitch?
Ten Witches minimum. Ten generate enough simultaneous Skeleton spawns to flood the base with 40 to 60 Skeletons at peak production, overwhelming multiple defenses at once.
When should I activate the Grand Warden ability in GoWitch?
When Eagle Artillery activates -- typically when the Golem-Witch cluster enters the second compartment ring. Warden ability makes the entire cluster invincible through the Eagle Artillery burst phase.
What mode should the Grand Warden be on for TH11 GoWitch?
Ground mode. He follows the ground push army, his radius covering Golems, Witches, P.E.K.K.A.s, and heroes simultaneously. Air mode provides no coverage benefit for a ground attack.
Can GoWitch three-star TH11 bases with high-level Eagle Artillery?
Yes if the Warden ability is saved specifically for Eagle Artillery activation. A level 10+ Warden ability duration is long enough to cover the full Eagle Artillery burst cycle.
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