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“Slow but durable, only attacks buildings. When destroyed, explosively splits into two Golemites and deals area damage!”

The Golem is an Epic card that is unlocked from the Hog Mountain (Arena 10). It spawns a slow, single-target, building-targeting, melee, ground troop with extremely high hitpoints and high damage. When defeated, the Golem explodes, dealing damage, inflicting knockback, while spawning two Golemites which have moderate hitpoints and very low damage. Like the Golem, the Golemites also explode, dealing damage and inflicting knockback. The Golem is a colossal, menacing rock brute with team-colored crystals on its back, while its Golemites appear similarly but are smaller with only one eye. A Golem card costs 8 Elixir to deploy.

Strategy[]

For Battle Decks with this card, click here

  • As the Golem has a 3 second deploy time, placing it at the bridge is a very situational thing to do as it will be exceptionally easy to react to. The player of the Golem would also not have much Elixir in hand to support it, essentially giving the opponent free value in most cases.
    • The same idea applies to placing the Golem on the opponent's side. The 3 second deploy time will allow the opponent to deal significant damage to the Golem before it starts walking. It can also be exploited by placing a building further away from the Golem's intended target, and can even change which Crown Tower the Golem heads towards after the building expires.
    • An effective strategy with the Golem is to deploy the Golem behind the King's Tower. Due to the Golem's long deploy time and slow movement speed, the player will have time to generate Elixir and place other troops behind the Golem to make the push extremely effective and difficult to counter. High damage, spell resistant troops are the most effective as they make up for the Golem's low damage per second and still elicit another response as the push crosses the bridge. However, this costs a heavy amount of Elixir, and will leave the player fairly vulnerable for an enemy push in the other lane. Workarounds to this are waiting until the last minute where double Elixir starts, or to use the Elixir Collector to obtain an Elixir advantage.
  • Because of the Golem's 8 Elixir cost, it is generally a bad idea to start a match with it. This will leave the player with little Elixir to defend against an early attack. It is best to start a Golem push after their main threat is out of rotation, so that they can effectively support the Golem.
  • The Golem's death damage is enough to take down any unit with as much or less health than Lava Pups. Tornado can reel poorly spaced defenders into the explosion, and allow the player to fully take out Archers, Princesses, Dart Goblins, or Minions. Ranged units should be at their maximum range, away from the Golem's destination, to prevent unnecessary damage and to make it harder for a Tornado to reel them towards the Golem.
  • The Golemites also deal area damage upon death, but it is insignificant compared to the health of most cards, only being able to one shot Skeletons and Bats of equal or of a lower level. This is still useful in taking out these defending foes since it will often allow one Golemite to survive without any defending troops left, letting it deal some chip damage. Combined with the Golem's death damage, it is enough to fully defeat any troop with as much hitpoints as Elixir Blobs.
  • Although the Golem spawns Golemites upon death, buildings and troops will start targeting troops behind the Golem since it takes a split second for the Golemites to spawn and the closest targets will be the troops the Golem is protecting. This can easily be fixed by placing a spell such as Zap, Lightning, or Freeze, which can all stun or freeze the Tower changing its target to the Golemites instead. An Ice Spirit or Electro Wizard could also work, but they are blockable and may result in a waste of Elixir.
  • A Golem is a very effective tank against an X-Bow or a Mortar. Place him at the maximum range of the building to accumulate some Elixir to support the Golem, otherwise the Golem will be overwhelmed by the building's defenders if it is placed directly on the building.
  • The opponent may try to lure your support troops to the other lane with an Ice Golem, separating them from the Golem. This can be cancelled out by a Tornado, which despite being a negative Elixir trade is still more valuable than letting all the support troops be kited away.
  • Many buildings provide effective support to distract and damage down a Golem. Even those which do not directly attack can be useful as they can still separate the Golem from its support troops, allowing for an easier defeating of it.
    • The Inferno Tower and Inferno Dragon can easily destroy a Golem for a positive Elixir trade if allowed to reach maximum damage stage. The Golem player should always consider packing a card with a stun effect, as this will allow the player to reset the opposing Inferno card's charge and help a Golem push force its way through the defensive building.
      • Zap is the cheapest and most consistent method of resetting an Inferno card, but it will often not be enough to prevent the Golem from being incinerated unless the Golem has other support troops behind it. Lightning, although of a much higher cost, will deal much more damage in addition to a stun, and can additionally also target and fully destroy many glass cannons like the Musketeer or Wizard.
      • Another method to counter the Inferno Tower or Inferno Dragon is to deploy fast swarm troops (preferably those that can also target air troops) such as Bats, Goblins or Minion Horde at the middle of the river. This will distract and possibly even destroy both Inferno cards due to their slow first targeting speed. However, these can easily be spelled down on reaction, leaving the Golem helpless.
      • A Night Witch can continually spawn Bats to distract both Inferno cards while being fairly-resistant to spells, and her Bats are hard to deal with without a spell in hand as the Golem can be forced to tank the Crown Tower's shots. However, anti-air area-damage troops such as the Baby Dragon would be able to deal with her very easily, although this can usually be solved by cards with a stun effect (such as the Electro Wizard or Zap) to get the anti-air splash troops to target the Golem instead, or by means of heavy spells, such as the Rocket.
      • Troops with a shield like Guards or a Dark Prince can stall the Inferno Tower for additional time. Their shields will cause the Inferno Tower to reset on its own when it takes down their shields.
      • Some Inferno Tower users may play their Inferno Tower at the bridge and slightly into the other lane to avoid the Golem player from using Lightning on both their Crown Tower and Inferno Tower. An Electro Wizard or Electro Dragon are the most effective units in this situation as they will continually stun until the building is destroyed, and then support the Golem on the counterpush, while also being very difficult to block.
      • If they place their Inferno Tower early, the Golem player may be able to snipe the building with a Dart Goblin or Magic Archer. These troops outrange the building, and even if the opponent stops them, the building would be too much weakened that it would not be able to stop the Golem. However, this can be circumvented by waiting for the Golem to cross the bridge and then placing the Inferno Tower, as otherwise these troops would not be able to destroy the building in time.
    • The Barbarian Hut is the most effective spawner building at destroying the Golem. The spawned Barbarians will deal high damage to the Golem, preventing it from reaching a Crown Tower with its death damage. Some Barbarians will survive, allowing for a small counterpush.
    • While the Bomb Tower is not good against the Golem himself, its splash damage is quite useful against a larger Golem push, hitting multiple troops in the push, particularly when the Golemites appear. However, it does not work against a push with air support troops like the Skeleton Dragons.
    • Other buildings are less effective overall, however they can still handle a lone Golem. Try to use them if the Golem is unsupported or the support troops are separated from the Golem.
  • Since the Golem only targets buildings, troops are quite strong against it, especially ones with high damage.
    • The P.E.K.K.A is a fairly reliable counter to the Golem. She has enough damage per second to defeat the Golem before it can attack a Crown Tower, and possesses sufficient health to withstand a good number of support troop attacks. This is also a positive Elixir trade since she only costs 7 Elixir, while the Golem costs 8, not accounting for the support troops behind it. A Mini P.E.K.K.A can achieve similar results to the P.E.K.K.A but needs to have the other support troops taken out first as it cannot withstand too much damage.
    • The Lumberjack may not deal as much damage as the Mini P.E.K.K.A but he deals it quite quickly, meaning that he can defeat the Golem in similar time. If he ends up killed, his dropped Rage will appear, further helping with defending against the Golem push.
    • A Sparky combines the high-damage of the previous options with range, allowing her to attack the Golem from a safe distance. Try to stun her right before she attacks, to force her to charge again, saving time from the Golem push before it is blasted. An Electro Dragon can be added in a Golem push to continuously stun her, rendering her useless.
  • Like high-damage troops, swarms are quite effective against a Golem, although they can easily be defeated from support troops.
    • The Skeleton Army is a risky but rewarding counter. While it can be easily taken out by spells and splash units, its damage per second for 3 Elixir will easily demolish the Golem. The death explosion is not large enough to destroy all the Skeletons, meaning that the surviving ones will defeat the Golemites.
    • The Guards can finish off a weakened Golem reliably. Their shields will allow them survive the Golem's death damage, and they will quickly destroy the Golemites. However, they will likely be defeated rather quickly if the Golem is supported by other cards.
    • The Witch and Night Witch can continuously spawn troops which will accumulate damage on the Golem, eventually killing it. However, they have much lower initial damage without their spawned troops, and the Golem's death damage will kill the spawned troops, which would remove a lot of would-be damage from the Golemites.
  • There is a large variety of troops commonly used to support Golem pushes:
    • It is strongly recommended to support a Golem with splash troops like the Baby Dragon and Wizard. They can handle a lot of swarms threatening to the Golem while they stay in a safe spot behind the Golem.
    • Troops with stun effects are great support troops for the Golem, helping him push through charging defenders like the Inferno Tower and Sparky.
    • The Witch and Night Witch can safely spawn troops while behind the Golem. The spawned troop would also be helpful for distracting defenders used against the Golem. However, these troops can easily be stopped with a splash troop + Tornado combo.
    • Sometimes, the opponent may try to use tanky troops like the Giant Skeleton and Mega Knight to deal with other support troops while they use an Anti-Tank card for the Golem. The former can be mitigated with heavy-hitting support troops like a Prince, keeping most of the other support troops alive for them to save the Golem afterwards.
    • A Battle Healer can be quite useful in keeping the other support troops alive, allowing them to break through any resistance against the push. However, the healing on the Golem is pretty negligible meaning that she is not as good as helping the Golem as she would help its support troops.
  • Avoid attacking in the same lane of a Golem. This will allow the opponent to defend with troops that were intended to support the Golem, which will be much harder to defend afterwards with a Golem in front of them. Attacking in the opposite lane is more effective. This is because most troops must be played in the same lane as a push in order to defend effectively, meaning they will not be able to support the Golem in the other lane. The Golem player must choose to either abandon their expensive Golem push, which makes their troops a lot easier to address separately, or ignore the attack, taking massive damage.
  • A Fisherman is very effective against a Golem push. He can either be played in the other lane to drag the Golem as far away as possible from its supportive troops and even force it to switch lanes, or he can be played in front of the King's Tower to lure the Golem to it and activate it. The former can be circumvented by placing a troop closer to where the Fisherman would be, cancelling the Fisherman's pull, and the latter can be circumvented by using a Lightning spell to one-shot the Fisherman. Despite these countermeasures, the Fisherman is still quite stifling against the Golem as these methods are somewhat expensive, requiring a fairly high level of commitment which is quite punishing if the Golem player guesses incorrectly.
  • Due to the Golem's high mass and the 3 second deploy time, the player can use the Golem to bodyblock certain troops.
    • If the player can predict a Hog Rider placed on their side after a Crown Tower has been destroyed, the Golem can be placed in front of the tile where the Hog Rider would be placed. The Hog Rider would be forced to move around the Golem, eventually changing their target towards the King's Tower instead.
    • The player can also bodyblock their own troops with their Golem. For example, by placing a Night Witch behind the King's Tower, when she reach the Crown Tower, the Golem can be placed right in front. The Night Witch will be blocked, staying there until the Golem starts moving. This can let the player generate more Elixir to support this push afterwards.
  • Cloning a Golem during his long deploy process of 3 seconds will produce a cloned Golem that begins moving immediately. This can be an unexpected way to start a Golem push earlier.

Statistics

Golem Attributes

Cost
Elixir
Hit Speed
Damage Speed
Speed
Speed
Deploy Time
Deploy Time
Range
Range
Death Damage Splash Radius
Radius
Target
Targets
Count
Troop Count
Transport
Transport
Type
Type
Rarity
Rarity
8 2.5 sec Slow (45) 3 sec Melee: Short (0.75) 2 Buildings x1 Ground Troop Epic

Golemite Attributes

Hit Speed
Damage Speed
Speed
Speed
Range
Range
Death Damage Splash Radius
Radius
Target
Targets
Count
Troop Count
Transport
Transport
2.5 sec Slow (45) Melee: Short (0.25) 2 Buildings x2 Ground

Card Statistics

Level
Level
Golem Hitpoints
Hitpoint
Golem Damage
Damage
Golem Damage per second
DPS
Golem Death Damage
Death Damage
Golemite Hitpoints
Hitpoint
Golemite Damage
Damage
Golemite Damage per second
DPS
Golemite Death Damage
Death Damage
6 3,200 195 78 140 650 31 12 62
7 3,520 214 85 154 715 34 13 68
8 3,872 235 94 169 786 37 14 75
9 4,256 259 103 186 864 41 16 82
10 4,672 284 113 204 949 45 18 90
11 5,120 312 124 224 1,040 49 19 99
12 5,632 343 137 246 1,144 54 21 109
13 6,176 376 150 270 1,254 59 23 119
14 6,784 413 165 296 1,378 65 26 131
15 7,456 454 181 326 1,514 72 28 144

Card Mastery

Type Level/Tier Objective Reward
Damage Dealer
Damage Dealer
1 Deal a total of 145,000 Damage to enemy Troops or buildings 20 Golem cards
75 XP
2 Deal a total of 440,000 Damage to enemy Troops or buildings 6,000 Gold
75 XP
3 Deal a total of 740,000 damage to enemy Troops or buildings 150 Gem
75 XP
Tower Tapper
Tower Tapper
1 Hit enemy Crown Towers a total of 980 times 9,000 Gold
125 XP
2 Hit enemy Crown Towers a total of 2,800 times 20 Epic Wild Card
125 XP
3 Hit enemy Crown Towers a total of 4,900 times 15,000 Gold
125 XP

History[]

2016

  • The Golem card was added with Clash Royale's game launch on 4/1/2016.
  • On 2/2/2016, the February 2016 Update, increased the Golem's hitpoints, attack damage and death damage by 43%, and decreased the same stats on the Golemites by 43%. It also added the Death Damage statistic on the Golem's card info screen.
  • On 19/2/2016, a Balance Update, decreased the Golem's and Golemites' hitpoints by 5%.
  • On 29/2/2016, the March 2016 Update, decreased the Golem's and its Golemites' sight range to 7 tiles (from 8 tiles). It also moved the Arena to unlock the Golem from Royal Arena to Builder's Workshop.
  • On 3/5/2016, the May 2016 Update, changed the Golem's appearance to include crystals on its back, removed the team-colored spiked collars from its neck, and changed the death animation of the Golem and the Golemites. The update also fixed the “range bug”, which decreased the Golem's range to 0.75 tiles (from 1.5 tiles), but its effective range was unchanged. The Golemites' range was also decreased to 0.25 tiles (from 0.75 tiles), but their effective range was unchanged.
  • On 18/5/2016, a Balance Update, increased the Golem and Golemite's hitpoints by 5%.
  • On 24/8/2016, a Balance Update, increased the Golem's damage and death damage by 5% and hitpoints by 1%. The Golemites had their hit and death damage increased by 8% and their hitpoints by 3.2%.
  • On 20/10/2016, a Balance Update, allowed the Golem's and its Golemites' death damage to affect flying troops, but Supercell called it a bug fix.

2018

  • On 20/6/2018, the Summer 2018 Update, moved the Arena to unlock the Golem from Builder's Workshop to Barbarian Bowl.
  • On 5/9/2018, the September 2018 Update, changed it so that Epic cards start at Level 6 and end at Level 13 (from 1 to 8).

2019

  • On 7/1/2019, a Balance Update, decreased the Golemite's death pushback range to 0.9 tiles (from 1.8 tiles).

2020

  • On 3/3/2020, a Balance Update, decreased the Golemites' damage by 22.5%, but also increased their death damage by 55%.

2021

  • On 7/6/2021, the Summer 2021 Update, decreased the Golem's death damage by 28%. It also moved the Arena to unlock the Golem from Barbarian Bowl to Hog Mountain.
  • On 27/10/2021, the Champions Update, increased the Level cap of all cards to 14 (from 13).

2022

  • On 15/12/2022, a maintenance break, added a card render to the Golem's info screen.

2023

  • On 27/3/2023, the Losers Update, fixed a pathfinding issue related to Golem's sight range.
  • On 19/6/2023, the Card Evolution Update, increased the Level cap of all cards to 15 (from 14).

Gallery[]

Trivia[]

  • The word "Golem" occurs once in the Bible in Psalm 139:16, which uses the word "golmi", that means "my light form", "raw" material, connoting the unfinished human being. A golem is an animated, anthropomorphic being in Jewish folklore, which is entirely created from inanimate matter, usually clay or mud. The most famous golem narrative involves Judah Loew ben Bezalel, the late 16th-century rabbi of Prague.
    • In the Vietnamese language setting of the game, the Golem's name translates to "Stone Man".
  • The Golem was likely inspired by the Promethean from Age of Mythology, as both units are stone creatures that split in two, smaller versions of themselves once defeated.
  • The Golem is 1 of 19 troops which first existed in Clash of Clans, the others being Minions, Archers, Goblins, Skeletons, Barbarians, Giant, Valkyrie, Wizard, Hog Rider, Witch, P.E.K.K.A, Balloon, Wall Breakers, Bowler, Cannon Cart, Phoenix, Lava Hound, and the Archer Queen.
    • The Golem resembles the Level 6 Golem from Clash of Clans.
    • The Golem in Clash Royale shares his deploy sound effect with his Clash of Clans counterpart's.
    • In Clash Royale, Golemites possess a unique design, animations, and sound effects, while in Clash of Clans, Golemites are a scaled-down version of the Golem, and have the same sound effects as the Golem, only at a higher pitch.
    • Unlike in Clash of Clans, the Clash Royale counterpart will always spawn 2 Golemites, while the Golem in Clash of Clans may spawn more than 2 Golemites depending on the Level.
  • It is the most expensive Epic card, costing 8 Elixir, not counting the Mirror as it does not have a defined Elixir cost.
    • The Golem is currently the only permanent 8 Elixir card in the game.
  • The Golem's stats are the highest or lowest among all troops. More specifically:
    • The Golem has the highest hitpoints of all troops, with 7,456 hitpoints at Level 15.
    • The Golem has the longest deployment time of all troops, with a deployment time of 3 seconds.
  • The Golem is 1 of 22 troops that have been featured in the Troop Rush game mode, the others being Skeletons, Skeleton Dragons, Fire Spirit, Bats, Elite Barbarians, Firecracker, Rascal Girls, Royal Hogs, Heal Spirit, Elixir Golem, Guards, Prince, Balloon, Wall Breakers, Ram Rider, Sparky, Phoenix, Royal Ghost, Bandit, Lumberjack, and the Monk.
  • The Golem shares the first part of his description with the Giant.
  • The Golem is 1 of 14 troops which bring an excited reaction from the audience upon spawning and brings a collective groan from the audience when defeated, as well as a concerning gasp when the opponent plays it, the others include Royal Giant, Giant, P.E.K.K.A, Giant Skeleton, Goblin Giant, Bowler, Electro Wizard, Inferno Dragon, Sparky, Lava Hound, Night Witch, Super Lava Hound, and the Monk.
  • A Loading Screen Hint suggests that the Golem's heart is made of stone.
  • Unlike the Ice Golem, the Golem only punches with one hand, whereas the Ice Golem attacks with both hands. The Elixir Golem attacks with both hands, but the Elixir Golemites use one hand and the Elixir Blobs appear to bite.
  • The Golem is featured as a skin for Barbarian King in Clash of Clans.
  • The Golem is featured in non-Clash games. More specifically:
  • The Golem is the subject of 4 Emotes.
  • The Golem was featured in the winning deck of the King's Cup Tournament, by a player called TMD YAOYAO.
  • Before the Golem's card release, the Golem's and its Golemites' hitpoints were decreased by 4%.
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