Town Hall 11
Upgrade guide

Town Hall 11

Town Hall 11 is where Clash stops being a base-building game and becomes an army-management game. The Grand Warden arrives, the Eagle Artillery arrives, and for the first time your hero timers — not your builder timers — set the pace of your progress.

What actually changes at TH11

The Grand Warden is the headline unlock and he changes attacking more than any single defence changes defending. His aura keeps your push alive through Giant Bombs, and his Eternal Tome ability turns one bad splash-damage moment into a survivable one. He also starts at level 1 while your other two heroes are deep into the double digits, which means a long stretch where your army is genuinely weaker than the base you just left.

Defensively you gain the Eagle Artillery and the Tornado Trap. The Eagle punishes long, slow ground pushes from anywhere on the map; the Tornado Trap is the first trap that does not kill anything but instead holds troops still while everything else does. Both reward being placed centrally rather than on a wall.

Your Laboratory reaches level 9 and the Clan Castle level 7, so the ceiling on both your own troops and the troops you are donated goes up at the same time.

Upgrade order

Laboratory first, then Clan Castle, then Army Camps, then the Grand Warden, then the Eagle Artillery, then everything else. The reason is that lab upgrades and hero upgrades run on separate timers from your builders — starting them early means they tick away for free while your builders work through defences. The Eagle Artillery is the one defence worth jumping the queue for, because it single-handedly changes how a TH11 base defends.

Army to run

Queen Charge into Hybrid (Hog Riders plus Miners) is the defining TH11 attack, and learning it here pays off for the next four Town Halls because the same funnel-then-charge logic carries all the way up. If your Archer Queen is not yet strong enough to survive a charge, Zap Dragons are a genuine alternative that ask much less of your heroes — with the honest trade-off that they scale badly and you will have to learn the harder attack eventually.

How long TH11 takes

Expect somewhere around three to five months at TH11 with five builders and no gem spending, and the heroes will be what you are waiting on at the end, not the buildings. This is the first Town Hall where rushing genuinely stops paying: TH12 gates its best defences behind resources you can only farm efficiently with a working TH11 army, so arriving with weak heroes means farming badly for months.

Common mistakes at TH11

  • Leaving the Grand Warden at a low level because he "feels weak". He is weak at level 1 — that is exactly why he needs to be upgrading constantly from the day you unlock him.
  • Upgrading the Eagle Artillery before the Laboratory. The Eagle protects one base; the lab improves every attack you make for the rest of the account.
  • Putting the Tornado Trap next to a wall, where it slows troops that were going to die anyway. It belongs where it can hold an army inside the Eagle and Inferno Tower coverage.

How to unlock TH11

Town Hall costGold4M

Finish these before you can upgrade to Town Hall 11:

  • Cannon
    Cannon
    Must be built
  • Archer Tower
    Archer Tower
    Must be built
  • Wall
    Wall
    25× built
  • Bomb Tower
    Bomb Tower
    Must be built
  • X-Bow
    X-Bow
    Must be built
  • Inferno Tower
    Inferno Tower
    2× built
  • Air Bomb
    Air Bomb
    Must be built
  • Seeking Air Mine
    Seeking Air Mine
    Must be built
  • Giant Bomb
    Giant Bomb
    Must be built
  • Skeleton Trap
    Skeleton Trap
    Must be built

New at Town Hall 11

Tornado TrapTornado Trap

Defenses

BuildingAvailableMax levelUpgrades unlocked at TH11
Air Defense
Air Defense
49(was 8)
  • Lv 9Gold3.4M3d
Air Sweeper
Air Sweeper
27(was 6)
  • Lv 7Gold3.4M3d
Archer Tower
Archer Tower
8+115(was 13)
  • Lv 14Gold1.1M11h
  • Lv 15Gold1.3M12h
Bomb Tower
Bomb Tower
26(was 4)
  • Lv 5Gold1.9M1d 18h
  • Lv 6Gold2M2d
Cannon
Cannon
7+115(was 13)
  • Lv 14Gold1M8h
  • Lv 15Gold1.2M10h
Hidden Tesla
Hidden Tesla
49(was 8)
  • Lv 9Gold2.1M1d 18h
Inferno Tower
Inferno Tower
25(was 3)
  • Lv 4Gold3.4M2d 12h
  • Lv 5Gold4.2M3d
Mortar
Mortar
410(was 8)
  • Lv 9Gold1.6M20h
  • Lv 10Gold1.8M1d
Wizard Tower
Wizard Tower
5+110(was 9)
  • Lv 10Gold2M1d 6h
X-Bow
X-Bow
4+15(was 4)
  • Lv 5Gold3.9M3d

Traps

BuildingAvailableMax levelUpgrades unlocked at TH11
Air Bomb
Air Bomb
55(was 4)
  • Lv 5Gold550K8h
Bomb
Bomb
68(was 7)
  • Lv 8Gold500K4h
Giant Bomb
Giant Bomb
55(was 4)
  • Lv 5Gold900K10h
Spring Trap
Spring Trap
66(was 5)
  • Lv 6Gold1M6h
Tornado Trap
Tornado Trap
New
12
  • Lv 1Gold1.8M
  • Lv 2Gold2M1d
Seeking Air Mine
Seeking Air Mine
53
Skeleton Trap
Skeleton Trap
34

Resources

BuildingAvailableMax levelUpgrades unlocked at TH11
Dark Elixir Drill
Dark Elixir Drill
38(was 7)
  • Lv 8Gold2.4M2d
Elixir Collector
Elixir Collector
714(was 13)
  • Lv 14Gold800K6h
Elixir Storage
Elixir Storage
412(was 11)
  • Lv 12Gold1M12h
Gold Mine
Gold Mine
714(was 13)
  • Lv 14Gold800K6h
Gold Storage
Gold Storage
412(was 11)
  • Lv 12Gold1M12h
Dark Elixir Storage
Dark Elixir Storage
16

Army

BuildingAvailableMax levelUpgrades unlocked at TH11
Army Camp
Army Camp
49(was 8)
  • Lv 9Gold4.2M3d 12h
Barracks
Barracks
113(was 12)
  • Lv 13Gold6M5d
Blacksmith
Blacksmith
14(was 3)
  • Lv 4Gold3M3d
Clan Castle
Clan Castle
17(was 6)
  • Lv 7Gold5M3d
Dark Barracks
Dark Barracks
18(was 7)
  • Lv 8Gold7M6d
Laboratory
Laboratory
19(was 8)
  • Lv 9Gold2.1M2d 18h
Spell Factory
Spell Factory
16(was 5)
  • Lv 6Gold3.5M5d
Dark Spell Factory
Dark Spell Factory
15

Walls

BuildingAvailableMax levelUpgrades unlocked at TH11
Wall
Wall
300+2512(was 11)
  • Lv 12Gold2M

Planning a rush?

See the fastest ordered path all the way to Town Hall 18.

Rush guide