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Introduction
This is a series into the decks I’ve seen in Classic Challenges and leaved a strong impression.
This deck is, there I say it, one of the most brainless deck I’ve ever faced.
If you like letting your opponent do all the work, while you sit back and wait for them to mess up, this deck is perfect for you.
Deck Information[]
- Deck Created by: Gallet
- Minimum Recommended King Level: 9
- Maximum Recommended King Level: 13
- Arena Required: Miner's Mine (Wrong?)
- Average Elixir Cost: 3.9 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Tower Princess:
- Elixir Golem: A 3 elixir tank that can take a Tower on his own — Yep, that’s right. For 3 elixir, it have more combined health than a Giant.
- Battle Healer: If you missed the old heal spell, don’t worry, we got good news for you. How about a mini tank that cast heal spell every hit?
- Night Witch: If you see Golem, you see Night Witch. E-Golem is no exception.
- Barbarian Hut: It is like Elixir Collector, only better, faster, stronger and cancerer.
- Electro Dragon: Flying Fortress. Watch out for Lightning.
- Baby Dragon: What’s that? You build a Golem deck without Baby Dragon?
- Rage: More units, more fun.
- Tornado: Nice range troops you got there. Would be a shame if I pull them into the centre of my raged push.
General Tips[]
- This deck focuses on counter pushing. Try do defend and then go in with an Elixir Golem in front of your remaining troops.
- Both dragons are good at defending while staying healthy, because they are flying ranged units.
- Battle Healer is good if she can preserve over half of her health, as she can heal herself back up.
- Barbarian Hut is a good starting play. They can’t really do to much to stop the hut from gaining value, as pushing into it only gives you more value.
- A hut in the 3-2 or 3-3 placement can prevent most punishment. See this page to learn more about building placement.
- A standard push will be Elixir Golem backed up with Battle Healer or Night Witch. These two are the core units behind a Elixir Golem. Of course, you can always have them both in a push.
- It is recommended to cast Rage spell on your push when you have 3 or more spell resistance troops in your push.
- An example could be E-Golem, Battle Healer and Electro Dragon, alongside a wave of Barbarians from the Hut.
- It is recommended to cast Rage spell on your push when you have 3 or more spell resistance troops in your push.
- You can save Tornado for defence against Hog Rider, Miner or Balloon, or use it on offence against ranged units out of the reach of your push.
- Just an extra tip I learn from my experience, never kite with Elixir Golem unless you have troops on the other side like an Electro Dragon already. Kiting with Elixir Golem does not get you a good trade, as he cost 3 elixir, walk into their side of the arena very soon then proceed to feed them 4 elixir because you can’t really support it effectively, making your disadvantage in elixir even bigger.
- A better way is to sacrifice a portion of your Tower health. Wait for their troop to lock onto your Tower, then defeat them faster with something like a Night Witch. You can then counter push with Elixir Golem with the full health troop, which is a lot more threatening compared to a lone Elixir Golem used for kiting.
That’s all you have to know about this deck. One of the shorted tip section.
Game Plan[]
Single Elixir Time (3:00 to 1:01)[]
You should use this time to learn your opponent‘s deck. See this page for more information.
Generally, you should look out for splash troops and buildings, such as Bomb Tower and Executioner. Try not to push into them when they have these cards.
At the start of the game, you can:
- Deploy a Baby Dragon at the corner (to avoid King Tower activation)
- Place a Barbarian Hut in the 3-2 Placement (4-2 Placement if you have Tornado in cycle)
- Wait for your opponent to make the first move
While you can invest an Elixir Golem at the back at the start of a game, it is not the best move as your opponent can rush the other lane and force you to defend the opposite lane, thus separating your support and your tank. Even if they didn’t, your offence is not strong enough in the single elixir time without stacking up troops. As I’ve mentioned, Elixir Golem is very weak to splash buildings and units, so if they do have one you’ll be very passive the rest of the game.
Generally, you would want to defend, E-Golem in front of the remaining troops then Rage them. This is applicable against most light decks (Hog Rider, Balloon).
The only time you won’t do this, is when you face a heavier Beatdown deck, namely Golem or Lava Hound. You would want to punish their investment at the bridge with E-Golem and Night Witch in that case, then defend their push with E-Drag, Baby Dragon and Tornado. You would get your E-Golem back in cycle after defending, which you can counter push with the remaining troops once again.
Double Elixir Time (1:01 to 1:01 in overtime)[]
Now that you have a lot more elixir to spare, this means you can start investing your E-Golem at the back. You would have enough elixir to defend the opposite lane then cycle back to another E-Golem to tank for the counter pushing troops as well as support the original E-Golem that you invested at the back. Rage the lane with weaker defence and Tornado any ranged troops into your push.
Triple Elixir Time (1:01 in overtime to Tiebreaker)[]
You can now start stacking E-Golem, Battle Healer and flying troops in attempts to break through.
Substitution[]
The absolute core of this deck is Elixir Golem, Barbarian Hut, Battle Healer and the two Dragons. Anything else can be substituted.
Heal Spirit: Substitutes Night Witch. Greatly increase the cycle speed of your deck, as well as providing a cheap distraction units and support behind your push. It’s burst healing is way superior compared to Battle Healer.
Skeletons: Substitutes Night Witch. Greatly increase the cycle speed of your deck and provide a cheap distraction.
Barbarian Barrel/The Log/Arrows: Substitute Rage or Tornado. Gives you a better removal against bait units such as Dart Goblins.
It is not suggest to substitute Tornado out, as it greatly increases the defensive capability of the deck, as well as granting you a way to gain good trades against cheaper win condition.
Deck Matchup[]
From my experience and the information I found, this deck is very good against Beatdown decks.
As you see from the Golem example, this deck is capable in both defending and punishing their investment relatively well. Most Beatdown decks does not run buildings or high DPS splash units, so they do not have a way to get good trade on your push either. Pump could be an issue, but the defensive power of this deck as well as strong punishment tools means you are more than capable of winning such matchups. You can always run a big spell and small spell instead of Rage and Tornado as well.
The two toughest matchups are Graveyard and Miner with Bomb Tower. You can basically accept defeat against these two decks. Graveyard have immense defense power, and the 4 elixir you return to them after they defended your push is perfect for Graveyard. As for Miner decks, their pushes are fast and cheap, so you don’t really have a chance to build up a big counter push. With Bomb Tower, both deck can easily defend your pushes and beat you with the extra elixir. The payoff of this deck not having a high skill requirement, is that there is not much chance to fight back when facing a hard matchup.
Here is a list of known decks that fair against the Elixir Golem Healer. 1 means you’ll have an easy time, while 10 means the deck is practically unbeatable if they play it right.
2.6 Hog Cycle 4/10
You have both Hut and Tornado, so they can’t really break through. Similarly, you can’t break through easily either, but if they make one mistake they are basically done for.
2.9 X-Bow Cycle, IceBow Control 6/10
You can’t really match their cycle speed, and you don’t have good block for X-Bow or stop their Tesla from getting value. In return, they have trouble getting rid of Bats besides sacrificing an Ice Golem.
P.E.K.K.A. Bridge Spam 3/10
They can’t really remove any of your air troops effectively. P.E.K.K.A. is terrible against E-Golem and Battle Ram makes for a good counter push.
Log Bait 4/10 (6/10 if it is Tesla instead of Inferno Tower)
Inferno Tower is terrible against E-Golem. They do have Rocket if you clumped too many troops in one place so be aware of that.
Graveyard 10/10
Just give up. Actually hopeless unless it is a light Graveyard deck.
Miner Wall Breaker 8/10 (10/10 with Bomb Tower)
Miner decks generally doesn’t care about your defence because they can almost always guarantee damage on your Tower, so they all have strong defence.
(To be updated)
Final Words[]
You know, I thought of an analogy when I explain the concept of Elixir Golem to one of my friends at school, and it go like this.
Imagine elixir as money and Princess Towers as your children. You know how Elixir Golem have more health then a Giant? That’s like somebody forcefully “Lending” 2 million dollars from you when your child get a life threatening disease that needs a lot of money to cure. If you can’t defend that push, It’s basically like killing your child then giving you 2 million dollars in return.
The moment Elixir Golem is deployed, you have an elixir advantage because of it’s extra state that is not meant for a 3 elixir card, and you have that advantage until the blob are killed. So if you take a Tower in this period of time, that’s basically the analogy I said up there.
I know this deck is not broken or anything, but it really just encourages the use of splash troops and buildings, as well as absurdly micro lacking gameplay. I don’t like this deck, but I can’t really say it is toxic either because splash troops have been down this whole time, and there is finally a deck that gives them an advantage.
Anyways, feel free to have a go at this deck if you think classic decks are too difficult to learn. Like most beatdown decks, this deck is extremely easy to pick up, so don’t be shy to try it out in classic challenges or with your clanmates. Have fun clashing!