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RohitUpdated Aug 24, 20268 min readArticle

Is the Town Hall 11 Crafted Defense Worth It

Crafted defenses reached Town Hall 11 on August 1 and vanish on December 31. Here's what you get free, what a module really costs and which one to pick.

A glowing crafted defense tower standing inside a Town Hall 11 base layout

Quick answer

> Quick answer: Yes, switch it on. The Crafting Station is free, it arrives already at level 3, and it defends your village even while a module is upgrading. There's no downside to having it.

The catch isn't the cost. It's the calendar. Crafting Phase 4 began on August 1, 2026 and ends on December 31. When a phase ends, the defenses are removed and a new set replaces them.

So treat it as a free defense you get to borrow for a few months. Take the free level 3. Be careful about how much builder time you sink past that.

What you actually get for nothing

I read the Crafting Station page before writing this, because the free part and the expensive part get mixed up constantly.

The Crafting Station itself is free. It takes a 3 by 3 space and you toggle it between three different defenses, so you are not locked into one choice.

Every crafted defense starts at total level 3. That is level 1 on each of its three modules, handed to you the moment you pick it. You don't build up to that.

It also keeps defending while a module upgrades, which most buildings don't. So there's no window where switching it on makes your base weaker.

That combination is why the answer is yes for a Town Hall 11 base. A free extra defense at level 3, with no downtime, on a base that has fewer defenses than the accounts it meets in war.

It reached Town Hall 11 on August 1, 2026, when Crafting Phase 4 opened. Before that it was a top Town Hall feature only.

What a module upgrade really costs

Here's where the free part stops.

Each defense is built from three modules, and only one module on a given defense can upgrade at a time. Different crafted defenses can upgrade in parallel, but within one defense it is strictly one at a time.

Each module upgrade needs a free Builder. That's the real currency, not gold or elixir.

The times aren't short. In the current season the three modules take roughly 20 days, 22 days and 24 days at the top of the game, which is about 67 days for one defense to reach level 30. Those durations are balanced down for lower Town Halls, so a Town Hall 11 player won't wait 67 days.

But nobody publishes the exact Town Hall 11 figure, and I'm not going to invent one for you. Open the module and read the timer before you commit a builder. That's the only number that's true for your account.

The point stands either way. A module is a serious builder commitment on a base that probably has other things queued. Our crafted defense upgrade priority guide covers how to slot it against your other upgrades.

One more thing about builders that decides this for most Town Hall 11 accounts. At that level you probably have five builders and a queue that never empties. Walls, defences, storages, the lab building itself.

A module upgrade competes with all of that. So the real question is not whether the crafted defense is good. It's whether it beats whatever that builder would otherwise be doing.

Most weeks the answer is no. Some weeks, when you are short on loot and a builder is sitting idle waiting for gold, the answer flips. Check the queue, not the article.

Sparky Stones work the opposite way round

This one trips people up, so read it slowly.

You don't spend Sparky Stones on modules. You earn Sparky Stones by upgrading modules. Each module level pays out 8 of them.

You then spend them in the Fancy Shop, which is a separate shop from anything else in the game.

Taking one crafted defense all the way to level 30 pays 216 Sparky Stones in total across its module levels.

That changes how you should think about the whole feature. Module upgrades are not just a defensive investment. They are also the only tap for a currency you can't get any other way.

Which of the three to switch on

Phase 4 gives you Hot Candle, Cake Catapult and Hero Hunter. All three can hit ground and air, which wasn't true of every earlier crafted defense.

Hero Hunter fires poisonous cards from a cannon. It's single target, it hits ground and air, and anything it hits gets poisoned and slowed. It targets all troops, and it deals extra damage to Heroes specifically.

That's why it appeals at a lower Town Hall. Heroes are the part of an attack you are least able to handle with a thin defensive lineup.

Hot Candle is the opposite shape. It's a multi target defense, closer to a Multi-Archer Tower than anything else, spraying flame at several ground and air troops at once. It starts able to hit up to 6 targets and loses target capacity as it melts during the attack.

So Hot Candle punishes mass troop attacks early in a raid, and gets weaker as the raid runs long.

Cake Catapult is the splash option, useful against slow or clumped troops.

I compared the three on the wiki, and I'm not going to hand you a ranking, because no official one exists and the right pick depends on what beats your base. Switch between them, they cost nothing to swap, and watch your defence log. Our Hero Hunter versus Hot Candle versus Cake Catapult ranking goes deeper on the tradeoffs.

The deadline nobody mentions

Crafting Phase 4 ends on December 31, 2026. Every crafted defense in it goes away that day.

A new phase brings a new set, and phases run four months each, so three sets a year.

That deadline should govern how much builder time you spend. A module that finishes in November buys you a few weeks of use. The same builder spent on a permanent defense buys you years.

So the honest advice for a Town Hall 11 base splits cleanly. Take the free level 3, always. Put builders into modules only when you genuinely have a spare one and nothing permanent is waiting.

The exception is Sparky Stones. If you want what the Fancy Shop stocks, module upgrades are the only way to earn them, and that may be worth a builder on its own terms.

What to do this week

Open the Crafting Station and pick a defense. It's free and it starts at level 3, so this isn't really a decision. It's a two second job you may not have done yet.

Then leave the modules alone unless a builder is genuinely idle.

If you do have a spare builder, start on Hero Hunter's modules first. It's the one whose job doesn't depend on raw damage numbers, so it holds up better at a low level than the other two.

And check the timer yourself before you commit. Your Town Hall level changes it, and reading your own screen beats any number you'll read in an article, including this one.

One last habit worth forming. Look at your defence log after a week with the new defense switched on. Not the star count, the replays. Watch where attacks slow down.

That's the only evidence that tells you which of the three suits your base, and it costs you nothing to gather.

And if you switch it on and then forget about it entirely, that's fine too. It still defends at level 3, it still costs you nothing, and it's still one more thing an attacker has to plan around this month.

The mistake is not ignoring the modules. The mistake is pouring builder weeks into something the game removes on the last day of December.

Frequently Asked Questions

Do crafted defenses cost anything at Town Hall 11?

The Crafting Station is free and every crafted defense starts at total level 3, one level on each of its three modules. Upgrading past that costs builder time, not gold or elixir.

How long does a crafted defense module take to upgrade?

Days, not hours. In the current season the three modules run roughly 20, 22 and 24 days at the top of the game, about 67 days for one defense to reach level 30. Times are shorter at lower Town Halls, so read your own timer.

What are Sparky Stones for?

You earn them, you don't spend them on modules. Each module level pays 8 Sparky Stones, and maxing one crafted defense pays 216 in total. You spend them in the Fancy Shop.

Do crafted defenses disappear?

Yes. Crafting Phase 4 started on August 1, 2026 and ends on December 31, 2026. When a phase ends the defenses are removed and a new set arrives. Each phase lasts four months.

Which crafted defense should I pick at Town Hall 11?

Hero Hunter is the easiest to justify, because it deals extra damage to Heroes and applies poison and slow rather than relying on raw damage. Swapping is free, so try all three. Our Hero Hunter versus Hot Candle versus Cake Catapult ranking compares all three.

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