Town Hall 11 composition
This Town Hall 11 ground army is built around 6 Ice Golem, 4 Healer, 6 Wall Breaker, and 6 Witch. The composition gives every unit a clear role instead of relying on an unexplained one-word recommendation. Support comes from 2 Healing, 1 Rage, and 5 Freeze; use them where they protect the largest group or disable the defense creating the most immediate pressure. Plan around Grand Warden, Archer Queen, and Barbarian King. Their entry should support the main army rather than create a second route that pulls troops away from the intended core path. The expected execution level is easy. Start with the opening move: Scout a safe Archer Queen route for Bowling ice; choose an entry that removes a key defense and one side of the funnel. Review defensive ranges, choose a deliberate entry and leave a small cleanup plan so a successful core push does not fail because of time.
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6 Ice Golem
4 Healer
6 Wall Breaker
6 Witch
5 Bowler
Spell loadout
2 Healing
1 Rage
5 Freeze
Required heroes
Grand Warden
Archer Queen
Barbarian King
How to use this army
- 1
Scout a safe Archer Queen route for Bowling ice; choose an entry that removes a key defense and one side of the funnel.
- 2
Deploy the Queen with her Healers, then open the first wall only after outside buildings can no longer pull her away from the planned route.
- 3
Use 2 Healing, 1 Rage, and 5 Freeze to keep the charge alive through the highest-damage section instead of spending every spell on the opening exchange.
- 4
Send 6 Ice Golem, 4 Healer, 6 Wall Breaker, and 6 Witch into the lane created by the Queen and Grand Warden, Archer Queen, and Barbarian King, timing the main deployment before the charge consumes too much battle time.
- 5
Hold one ability or control spell for the back end, and release cleanup troops as soon as exterior defenses can no longer reach them.
- Compartment bases
- Reachable cores
- Clear ground entries
Open layouts that split the army and heavy splash damage.
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