Golem Beatdown is a classic heavy deck that aims to take a tower with one massive push. Golem is one of the tankiest units in the game; add Night Witch, Baby Dragon and Lumberjack behind it and you get a wave that is very hard to stop.
Game plan
Place Golem behind your own tower, next to the King Tower. While Golem walks to the river, you build elixir and add support troops behind it. By the time Golem reaches the bridge, there should be a strong army behind it.
Placing Golem puts you down on elixir, so expect a push in the other lane. Defend with cheap cards and be willing to take some tower damage rather than spending your Golem elixir on defense.
Save Lightning to hit your opponent's Inferno Tower or Inferno Dragon together with their support troops. Tornado pulls enemy troops together so Baby Dragon and Night Witch can clean them up.
Cards and their roles
Golem8 elixir Win condition and tank. Targets buildings only; when it dies it splits into two Golemites and deals damage.
Barbarian Barrel2 elixir Small spell. Clears ground swarms and leaves a Barbarian behind.
Mega Minion3 elixir Air defense and support. Stops single-target troops on defense.
Tornado3 elixir Pulls troops to one spot; also used on defense to activate your King Tower.
Night Witch4 elixir The main support behind Golem. Constantly spawns bats and drops more when she dies.
Baby Dragon4 elixir Flying splash damage. Clears swarms behind Golem and hits air on defense.
Lumberjack4 elixir Fast, high-damage melee troop. Drops a Rage spell when he dies, speeding up the troops behind him.
Lightning6 elixir Big spell. Hits Inferno Tower/Dragon and backline support at the same time.
Tips
Don't play your first Golem in the opening seconds; wait until you've seen your opponent's deck and elixir situation.
Double elixir is when this deck is strongest. Back-to-back Golem pushes overwhelm opponents.
Track your opponent's tank killer (Inferno, P.E.K.K.A, Mini P.E.K.K.A) and place your support troops accordingly.
Don't panic about losing a tower: Golem decks can take two towers with a single good push.
Strong against
Against control and siege decks: one big push breaks through defenses built for small chip damage.
Against decks with a single tank killer: Lightning takes that card out of the equation.
Struggles against
Against fast cycle decks: the moment you place Golem, you take pressure in the other lane.
Against decks with several strong tank killers (P.E.K.K.A plus Inferno, for example).
Missing a card?
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