“Splits into two Elixir Golemites when destroyed, which split into two sentient Blobs when defeated. A Blob gives your opponent 1 Elixir when destroyed!”
The Elixir Golem card is a Rare card unlocked from Electro Valley (Arena 11). It is a building-targeting melee troop with moderate hitpoints and damage. An Elixir Golem card costs 3 Elixir to deploy. It is a massive Golem-resembling beast made of Elixir wearing spiked chains, with its Golemites resembling smaller versions of itself. The Elixir Blobs are amorphous masses of Elixir that each award their destroyer (the player's opponent) 1 Elixir each for a total of 4.
Counting its divisions, the Elixir Golem has the highest health-to-cost ratio in the game of a whopping 1196 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.
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.
Protecting the Blobs means that the opponent cannot destroy them and gain Elixir to begin with. After the Golem and Golemites split, they do not exist for a split moment, meaning any defenders will retarget onto other troops. A tank played behind the Blobs can allow them to deal devastating damage, similar to the Lava Hound's Lava Pups. If the opponent lacks a counter that can one-shot or quickly eliminate the last two forms, it will often take a long time to be destroyed due to it changing from a singular tank to a high-damaging swarm. They may also be forced to overcommit to avoid losing their tower, resulting in scattered, lone support troops that can easily be defended individually to even out the Elixir deficit.
If the opponent's Elixir is near-full or full, any destroyed Blobs will grant Elixir immediately but will not go past 10, meaning that some Elixir can be lost if a Blob is destroyed at 10 Elixir. To avoid this, the opponent may have to overcommit on defense, which may result in a less effective counterpush (i.e many spell vulnerable troops are clumped up).
Building a huge push to three-crown the opponent before they can gain any Elixir from the Blobs is also an option. To best achieve this, the support troops paired with the Golem should be able to survive most spells, meaning the opponent won't be able to defeat the whole push with one blow; using the Heal Spirit or the Battle Healer can also achieve a similar effect. Slow troops are also ideal as they will also the player to start a bigger push from the back.
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 Princess 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.
If an Elixir Golem or Elixir Golemite dies, the troop(s) targeting it will immediately swap to a different target (if there is one) rather than going for the newly-spawned Elixir Golemites or Blobs.
The Elixir Golem is capable of doing devastating damage to buildings unlike the other two golem cards, 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 the Elixir Blobs will make up for that. If a cheap tank buster such as an Inferno Dragon or Mini P.E.K.K.A. is used, it may even be possible to make a profit in Elixir from the opponent's play.
It is not a good idea to Clone or Mirror the Elixir Golem. Doing so will cause more Blobs to enter the battle, giving the opponent a chance to collect more Elixir if the push doesn't completely overwhelm them. Cloned Elixir Blobs will only have 1 hitpoint, being easily countered by an area damage card for a positive Elixir trade.
On 4/11/19, 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 (Arena 12) to Electro Valley (Arena 11).
On 2/12/19, a Balance Update normalized the hit speed of all Elixir Golem forms to 1.3 seconds. Being beneficial to the Golem and Golemites, but hurting the blob damage per second significantly.
On 7/1/20, a Balance Update reduced the hitpoints of all Elixir Golem forms by 6%.
The Elixir Golem was inspired by a long-unused conceptual card that was scrapped, the Elixir Monster.
Unlike its other two Golem counterparts, the Golem and the Ice Golem, none of the Elixir Golem's forms deal death damage. It is also the only one out of them to divide more than once.
The Elixir Golem currently has the largest amount of forms and divisions of any card - it has 3 forms and divides 3 times into 6 units total. It is tied with the Lava Hound for the most units summoned via division, at 6 each.