Clash Royale Wiki


Introduction

The original version of classic Golem Beatdown.

Deck Information[]

Deck Created by: Clash Royale
Minimum Recommended King Level: 8
Maximum Recommended King Level: 13
Arena Required: Miner's Mine (Wrong?)
Average Elixir Cost: 4.4 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Tower Troop:
Golem: Your tanking card, and your win condition. He will lead the attack when you make your push. The Golem has the highest HP in the game, making him an amazing tank. He is almost guaranteed to get some damage on the Tower, whether it be death damage, the Golem himself, or a stray Golemite. Beware of Inferno cards, as they will quickly melt through him. Keep Lightning in hand.
Lumberjack: Good for rushing and defending, and can assist the Golem in a large push. He has high DPS, high speed, good damage, and some decent hitpoints. He fares well against tanks and swarms alike, although in order for him to survive the Skeleton Army, he must be assisted with your Princess Tower.
Night Witch: Her bats will 'shield' the Golem because the Bats will distract the Infernos from targeting the Golem. She has insanely high DPS because of her Bats, and placing her in the back, along with Golem, will allow her to spawn a lot of bats. And the bats she summons upon death are great, too. Pair with Golem, or Lumberjack. I find Lumberjack highly effective, as his speed matches the Bats', allowing him to tank for them, and then the rage will let them wreak havoc.
Mega Minion: Your main defense then counter-attack troop as it can take care of mini-tanks and add a bit of DPS to the Golem push. He can do some serious damage if paired with the Lumberjack, and is a good tank killer. This card is mainly for counter pushing, or even better, defending. Never send him alone, as it will be a waste of elixir- he might get one hit, if you are lucky.
Goblins: Cheap defensive card and distraction.
Elixir Collector: Setup is crucial for this type of deck, and Elixir Collector is vital for that. Can also act as Poison bait for Night Witch.
Zap: This card is to reset tank killers or kill swarms. Use it on a Sparky after she is charging for 3 seconds, on Infernos after them attacking for 3 seconds to minimize damage output, on charging Princes and Ram Riders, and to force that Prince to attack your Golem instead of your Lumberjack. A highly useful spell.
Lightning: This is a card meant to cripple Inferno towers and Dragons. This can also be used as a finisher, but be aware that your opponent may block it with a few troops with higher hp than their tower. For example, your opponent's Tower is at 100 hp- too high for a Zap or Tornado to finish it. Your opponent could quickly put down Archers and Knight, and that's a neutral trade, eliminating tower damage. So, if the Tower is low, bait a high-cost card like P.E.K.K.A., and they will not have sufficient elixir to place down troops to tank the Lightning.

Strategy[]

  • The typical way to attack with this deck is with large Golem pushes.
  • Support the push with Lightning and Zap against Inferno Towers and Sparkies.
  • Do not be afraid of using Lumberjack, Night Witch, or Mega Minion on defense, they can help you a lot.
  • If they play a tank in the back, you can rush with Lumberjack at the bridge, to force them to spend their Elixir and abandon their tank push.
  • Try to stack as many Elixir Collectors as possible. If they use Poison on them, then that is a spell that they do not have for your Night Witch.

History[]

2017

  • The Golem Beatdown deck could be created from as early as Night Witch's release, which happened on 26/5/2017.

2018

  • On 8/6/2018, the Golem Beatdown deck was featured in the Archetype Challenge as a Classic Deck.
  • On 20/6/2018, the Golem Beatdown deck was featured in the Classic Decks.
  • On 5/9/2018, the Golem Beatdown deck was removed from the Classic Decks.

2024

  • On 11/3/2024, the Zap was allowed to evolve.

2025

  • On 3/2/2025, the Lumberjack was allowed to evolve.