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“Splits into two Elixir Golemites when destroyed, which split into two sentient Blobs when defeated. Each part of the Elixir Golem gives your opponent some Elixir when destroyed!”

The Elixir Golem is a Rare card that is unlocked from Serenity Peak (Arena 14). It spawns a slow, single-target, building-targeting, melee, ground troop with high hitpoints and high damage. When defeated, Elixir Golem splits into two faster Elixir Golemites which have moderate hitpoints and low damage. When the Elixir Golemites are defeated, each one produces two faster Elixir Blobs which have low hitpoints and very low damage. Each part of the Elixir Golem awards Elixir when destroyed; the main Elixir Golem gives 1 Elixir, and both Elixir Golemites and Elixir Blobs give 0.5 Elixir. The Elixir Golem appears as a massive brute made of Elixir, wearing two team-colored collars on its arms, with its Elixir Golemites being smaller versions with the team-colored collar on their waist, and their Elixir Blobs resembling a plain lump of Elixir. An Elixir Golem card costs 3 Elixir to deploy.

Strategy[]

For Battle Decks with this card, click here

  • An Elixir Golem costs 3 Elixir, but gives the opponent 4 Elixir after being fully defeated, giving the opponent a 7 Elixir advantage, although the actual advantage is usually lower, since the opponent will almost certainly deploy troops to counter the Elixir Golem.
  • Counting its divisions, the Elixir Golem has the highest health-to-cost ratio in the game of a whopping 1440 health per Elixir point. This along with its low cost of 3 Elixir enables it to be the center point of many strategies. For example, its low upfront cost means it can be more easily played in front of counterpushing troops compared to other bulky tanks like the Giant or Golem, and it will advance the player's cycle more quickly for a lower cost. Its lower upfront cost also makes deploying it less risky than other large tanks, as the player can have up to 7 Elixir left in their hand after placing it.
  • The Elixir Golem must be used with great care and planning, as it gives the enemy 4 Elixir when fully destroyed. This can be offset in numerous ways:
    • Starting an Elixir Golem push right after making a positive Elixir trade or after defending for a good trade is a simple but effective method. This means that if the opponent survives the defense, they will merely be at an even amount of Elixir rather than in the lead.
      • You could also start a cheap Elixir Golem push following up a negative Elixir trade. Due to its high health, the opponent will usually overreact, giving you the Elixir advantage. When doing this, it is recommended to have a light spell such as Zap in your hand, in case a cheap swarm is deployed to counter your push.
    • Protecting the Elixir Golem means that the opponent cannot destroy it and gain Elixir to begin with. Putting a mini tank in front of the Golem can protect it and allow it to stay alive for as long as possible. In particular, Elixir Golem and Battle Healer or Valkyrie are fairly cheap pushes that can be devastating if not handled properly.
    • If the opponent's Elixir is full, the Elixir Golem's parts will not give any more Elixir. They may have to deploy cards simply to prevent a waste of potential extra Elixir, which could result in a less effective counterpush.
  • The Elixir Golem's sub-units each have half the health and the damage of their previous form, meaning that for 3 Elixir, a player gets three Elixir Golems' worth of health and damage if every unit summoned by the card is counted and left ignored. However, since each subsequent form raises the unit count, it makes the total health less effective over time. For example, The Log will bring down the health of each Elixir Blob enough so that the Crown Tower's arrow can one-shot them. When using spells to defend against an Elixir Golem push, try and save them for the last two phases to get the most area damage value.
    • The splitting can also be beneficial to the player. Troops like the Inferno Dragon that ramp up in damage over time are less effective due the defending troop having to charge up on every sub-unit. Additionally, all healing will effect all of the sub-units, making it more effective.
  • The Elixir Golem is capable of doing devastating damage to buildings unlike the Golem and Ice Golem, especially as it divides into more units. This makes it a good chip damage card, boasting high health, sub-units, and good damage for 3 Elixir.
  • If an opponent deploys an Elixir Golem, the defender should not be afraid to spend more Elixir than usual to counter something of its cost - the Elixir provided by it will make up for that. If a cheap tank buster such a Mini P.E.K.K.A is used, it may even be possible to make a profit in Elixir from the opponent's play.
  • Due to its high mass, the Elixir Golem's first form cannot be pulled with a Tornado towards the player's King's Tower to activate it, even when it is locked onto a Crown Tower. However, some of the Elixir Golemites or the Elixir Blobs can be pulled towards the King's Tower.
  • If an Elixir Golem push is struggling to reach the Tower, it is not recommended to use Clone on or to Mirror the Elixir Golem, as this will spawn more units, which all give Elixir when destroyed, and potentially give the defender a large amount of Elixir. Clone is particularly ineffective as all of its forms are easily destroyed, allowing the defender to easily gain Elixir. However, if the opponent is already struggling to defend, and the game is in a Sudden Death state, using these spells may be effective as the Elixir deficit will not matter if the opponent loses their Tower.
  • In periods or game modes where Elixir generation is increased, the Elixir gained from defeating the Elixir Golem may become less meaningful as it is easier for the defender to accidentally leak Elixir.
    • At the same time, the 3 Elixir cost of the Elixir Golem starts to become less meaningful due to Elixir taking less time to generate. Whether these two aspects matter is up to the player.
  • The Elixir Golem can take a Crown Tower on its own while also dealing significant damage to the King's Tower afterwards. As such, it should rarely ever be ignored.

Statistics

Elixir Golem Attributes

Cost
Elixir
Hit Speed
Damage Speed
Speed
Speed
Deploy Time
Deploy Time
Range
Range
Target
Targets
Count
Troop Count
Transport
Transport
Type
Type
Rarity
Rarity
3 1.1 sec Slow (45) 1 sec Melee: Short (0.8) Buildings x1 Ground Troop Rare

Elixir Golemite Attributes

Hit Speed
Damage Speed
Speed
Speed
Range
Range
Target
Targets
Count
Troop Count
Transport
Transport
1.1 sec Medium (60) Melee: Short (0.8) Buildings x2 Ground

Elixir Blob Attributes

Hit Speed
Damage Speed
Speed
Speed
Range
Range
Target
Targets
Count
Troop Count
Transport
Transport
1.1 sec Fast (90) Melee: Short (0.8) Buildings x4 Ground

Card Statistics

Level
Level
Elixir Golem Hitpoints
Hitpoint
Elixir Golem Damage
Damage
Elixir Golem Damage per second
DPS
Elixir Golemite Hitpoints
Hitpoint
Elixir Golemite Damage
Damage
Elixir Golemite Damage per second
DPS
Elixir Blob Hitpoints
Hitpoint
Elixir Blob Damage
Damage
Elixir Blob Damage per second
DPS
3 740 120 109 360 60 54 170 30 27
4 814 132 120 396 66 60 187 33 30
5 895 145 131 435 72 65 205 36 32
6 984 159 144 478 79 71 226 39 35
7 1,080 175 159 525 87 79 248 43 39
8 1,184 192 174 576 96 87 272 48 43
9 1,302 211 191 633 105 95 299 52 47
10 1,428 231 210 694 115 104 328 57 51
11 1,568 254 230 763 127 115 360 63 57
12 1,724 279 253 838 139 126 396 69 62
13 1,894 307 279 921 153 139 435 76 69
14 2,079 337 306 1,011 168 152 477 84 76
15 2,286 370 336 1,112 185 168 525 92 83

Card Mastery

Type Level/Tier Objective Rewards
Damage Dealer
Damage Dealer
1 Deal a total of 110,000 Damage to enemy Troops or buildings 100 Elixir Golem cards
50 XP
2 Deal a total of 325,000 Damage to enemy Troops or buildings 4,000 Gold
50 XP
3 Deal a total of 540,000 Damage to enemy Troops or buildings 150 Gem
50 XP
Tower Tapper
Tower Tapper
1 Hit enemy Crown Towers a total of 2,100 times 6,000 Gold
125 XP
2 Hit enemy Crown Towers a total of 6,000 times 100 Rare Wild Card
125 XP
3 Hit enemy Crown Towers a total of 11,000 times 9,000 Gold
125 XP

History[]

2019

  • The Elixir Golem was once available in the Elixir Golem Draft Challenge, which started on 11/10/2019. In this challenge, gameplay was similar to a regular Draft Challenge, except that one of the players was able to choose who would use the Elixir Golem. If the player achieved at least 8 wins, they obtained the Elixir Golem early.
  • The Elixir Golem card was generally released on 4/11/2019. On the same day, a Balance Update, decreased the hitpoints of all of Elixir Golem's forms by 10%. It also moved the Arena to unlock the Elixir Golem from Spooky Town to Electro Valley.
  • On 26/11/2019, the End of November 2019 Update, added a card render to the Elixir Golem's card info screen.
  • On 2/12/2019, a Balance Update, normalized the attack time interval of all Elixir Golem forms to 1.3 seconds. Being beneficial to the Elixir Golem and Elixir Golemites, but hurting the Elixir Blob damage per second significantly.

2020

  • On 7/1/2020, a Balance Update, decreased the hitpoints of all Elixir Golem forms by 6%.

2021

  • On 7/6/2021, the Summer 2021 Update, moved the Arena to unlock the Elixir Golem from Electro Valley to Serenity Peak.
  • On 27/10/2021, the Champions Update, increased the Level cap of all cards to 14 (from 13).

2022

  • On 2/8/2022, a Balance Update, increased the Elixir Golem's hitpoints by 9%, and the Elixir Golemite's hitpoints by 6%. It also increased the Elixir given by the Elixir Golem after being killed to 1 Elixir (from 0), the Elixir given by the Elixir Golemite after being killed to 0.5 Elixir (from 0), and decreased the Elixir given by the Elixir Blob after being killed to 0.5 Elixir (from 1). The card description was also changed. It used to read "Splits into two Elixir Golemites when destroyed, which split into two sentient Blobs when defeated. A Blob gives your opponent 1 Elixir when destroyed!"
  • On 4/10/2022, a Balance Update, decreased the attack time interval of all Elixir Golem forms to 1.1 seconds (from 1.3 seconds). Their first attack time interval was also increased to 0.8 seconds (from 1 second).

2023

  • On 19/6/2023, the Card Evolution Update, increased the Level cap of all cards to 15 (from 14).
  • On 30/6/2023, a maintenance break, fixed an issue where Elixir Golem was not giving Elixir to opponent when destroyed.

Gallery[]

Trivia[]

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