Clash Royale Wiki


Introduction

The classic golem beatdown deck.

Deck Information[]

Deck Created by: Magical Energy123
Minimum Recommended King Level: 7
Maximum Recommended King Level: 13
Arena Required: Miner's Mine (Wrong?)
Average Elixir Cost: 4.3 (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, or even Baby Dragon. 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.
Baby Dragon: A splank that will take care of anything from swarms and other troops, the Baby Dragon is your most reliable troop against swarms. His high hitpoints, decent damage, and moderate splash radius makes a good card, not to mention his availability- he can be obtained in Training Arena. Pair with Night Witch, as the Bats will push him, or you can put him in your push to take care of that pesky Skeleton Army.
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.
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.
Tornado: This can be used to kill swarming in a emergency, or can be used to conserve elixir through king activation. The Tornado can pull the support troops far away from the tank, buying your troops more time to kill it. Use it to pull troops away from your Golem, or just Tornado that Princess into the range of your tower.
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.

Main Push:[]

Golem: He will be used to tank the tower, deal additional damage, and also clear away some defense troops with his death damage. This makes him a formidable opponent, but nonetheless any Inferno card will melt right trough him. ALWAYS have your Zap and/or Lightning ready if you know the opponent has an Inferno card. Alternatively, if you know they have Inferno Dragon and no Tower, use Tornado to move it away. Be careful not to move it into the other lane, calling for an immediate response and jeopardizing your push.

Night Witch: Her Bats can deal a lot of DPS and distract the two Inferno cards from killing your Golem. You should always have her tanked for, as otherwise she is rendered useless. The best strategy would be to put Golem behind the King Tower, and when he gets halfway, put the Night Witch at the back. Otherwise, the Bats will be killed right away, and the Night Witch will have to spawn even more Bats. Lumberjack is an excellent tank for the NW, as his speed matches the Bats' and they will wreak even more havoc when raged.

Lumberjack: His high damage, high speed and moderately high health allows him to take out defending units with ease, especially when they are distracted by the Golem. His spilled Rage is indispensable, whether on offense to make that Golem even more threatening, or on defense to help your troops defend. However, be warned; your opponent could use Fisherman or Tornado to distract him from the push- meaning the rest of your troops could just avoid the Rage.

Lightning: Even though you have Bats from the Night Witch tanking, you still need a spell to take out those Infernos and hopefully, other supporting units.

Optional:[]

You can also use Mega Minion, but with his very low health, he will more than likely die to the defending troops.

Defense[]

Tanks:[]

Against tanks, the best two cards for these are the Lumberjack, and the Night Witch. It really depends on your situation.

For a Giant, both of these will stop him; however the Lumberjack will let the Giant get one hit, but you can place him down earlier to prevent this.

Against a Royal Giant, a Lumberjack would be more preferable because he as overall higher hitpoints. This allows him to take out the RG before the support troops can take him out.

The Night Witch is also good for this, but she will be taken out before she kills the RG.

When facing a Goblin Giant, as the Spear Goblins attack troops, the Lumberjack will be the best card for this situation. The Night Witch can also work, but she needs to tank her Bats.

IDK, I'm not good with this deck ShadowDragonDude can edit it now PROPERLY.

History[]

2017

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

2019

  • On 3/6/2019, the Golem Beatdown deck was featured in the Classic Decks.
  • On 1/7/2019, the Golem Beatdown deck was removed from the Classic Decks.
  • On 5/8/2019, the Golem Beatdown deck was featured in the Classic Decks.
  • On 2/9/2019, the Golem Beatdown deck was removed from the Classic Decks.
  • On 7/10/2019, the Golem Beatdown deck was featured in the Classic Decks.
  • On 4/11/2019, the Golem Beatdown deck was removed from the Classic Decks.

2020

  • On 7/4/2020, the Golem Beatdown deck was featured in the Classic Decks.
  • On 4/5/2020, the Golem Beatdown deck was removed from the Classic Decks.
  • On 6/7/2020, the Golem Beatdown deck was featured in the Classic Decks.
  • On 31/8/2020, the Golem Beatdown deck was removed from the Classic Decks.
  • On 19/12/2020, the Golem Beatdown deck was featured in the Classic Decks Challenge as a Classic Deck.

2021

  • On 26/4/2021, the Golem Beatdown deck was featured in the Classic Decks Challenge as a Classic Deck.
  • On 7/6/2021, the Golem Beatdown deck was featured in 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.