“Slow but durable, only attacks buildings. When destroyed, explosively splits into two Golemites and deals area damage!”
The Golem card is unlocked from the Barbarian Bowl (Arena 3). It is a building-targeting, melee troop with extremely high hitpoints and moderately high damage that deals death damage when defeated. Like the Giant, the Golem has high hitpoints and deals significant damage, targeting only buildings. Upon death, the Golem ruptures into two weaker Golemites, causing moderate area damage. The Golemites continue to deal damage until they are destroyed. Like the Golem, when the Golemites are destroyed, they rupture, dealing low area damage. The Golem is a colossal, menacing rock brute with team-colored crystals growing on its back. Its Golemites have a similar look, but they seem to have one eye each and are much smaller in size. A Golem card costs 8 Elixir to deploy.
An effective strategy with the Golem is to deploy the Golem behind your King's Tower. Due to the Golem's slow deploy time and movement speed, you have time to generate Elixir and place other troops behind the Golem to make the push extremely effective and difficult to counter. Spell resistant troops are the most effective as it still elicits another response to them as the push crosses the bridge.
However, this costs a heavy amount of Elixir, and it may leave you undefended 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.
Note that the Golem has a three second deploy time. This makes placing it at the bridge a very situational thing to do as you will not have much Elixir in hand to support it.
The Golem's death damage is enough to take down any unit with as much or less health than Archers.
Consider using Tornado to reel poorly spaced defenders into the explosion.
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 level.
The Golem and Golemite's death damage has a knockback effect like the Fireball. It will push back any medium to low sized units in the exploding radius.
Be mindful of how your troops will be pushed by these explosions. They may be shoved close enough to the tower so that area damage attackers will damage both the unit and tower.
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, Freeze, or an Ice Spirit which can all stun or freeze the Tower changing its target to the Golemites instead.
You could also back up the Golem push with the Electro Wizard, as his attack is more than a one time stun and will reset the aim of the Towers or defending troops onto the Golemites again. This also takes care of the Inferno Tower, one of the Golem's biggest weaknesses.
This is even better if your opponent plants their Inferno Tower right at the river slightly into the other lane to avoid a Lightning spell as the Electro Wizard can easily attack it from across the river.
Always keep in mind that an Inferno Tower can easily destroy a Golem if allowed to reach its higher damage thresholds. Packing cards with a stun effect, like Zap, will allow you to reset the Inferno Tower's charge and help a Golem push force its way through the defensive building.
Another method to counter the Inferno Tower is to deploy swarm air troops such as Bats or Minion Horde at the middle of the river. These will distract or simply destroy the Inferno Tower due to its sluggish targeting time.
The P.E.K.K.A. is an extremely effective counter to the Golem. She will eliminate the Golem quickly with her enormous DPS, and even has the health to withstand the attacks of the Golem's support troops. She also costs one less than the Golem, making it a positive elixir trade.
A Mini P.E.K.K.A. could do the same, but it can't take on the Golem if it is supported by back-end support troops due to its smaller healthpool. Depending on what kinds of troops are coming behind the Golem, you may need to use the Mini P.E.K.K.A. to eliminate the more threatening grounded support troops rather than using it to take down the Golem. Most of the time, a lone Mini P.E.K.K.A. will quickly be eliminated before taking out more than one support troop. Be ready to back it up with swarms to disable heavy single hit blows and anti-air cards.
Although the Skeleton Army is usually effective for countering high hitpoint, single target troops, it is not usually the best card to use to counter a Golem because its death damage will kill most, if not all of the Skeletons, while also being very vulnerable to back end support troops. However, if the opponent is completely drained of Elixir, the Skeleton Army will quickly damage down the Golem, and since the Skeleton Army spawns Skeletons in sheer numbers, a few Skeletons will likely survive, mitigating even more damage from being dealt to your Crown Tower.
The Golem pairs well with Lightning and the Baby Dragon as the Lightning will cripple, if not destroy, any kind of high damage glass cannon or Inferno Tower while the Baby Dragon splashes every swarm trying to kill the Golem.
Golem pairs extremely well with Night Witch. For 4 elixir, she provides high DPS and long ranged melee attack and the ability to spawn Bats periodically that can distract Inferno cards while not interfering with the Golem's pathing. In turn, the Golem's massive healthpool allows the Night Witch to stay alive longer and spawn more Bats. Even upon death, her Bat spawns will be tanked for by the Golem.
The Golem was added with Clash Royale's soft launch on 4/1/16.
On 2/2/16, the February 2016 Update increased the Golem's hitpoints, damage and destruction upon death damage by 43%, and decreased the same stats on the Golemite by 43%.
On 19/2/16, the Balance Update decreased the Golem's and Golemite's hitpoints by 5%.
On 3/5/16, the May 2016 Update changed the Golem's appearance to include crystals on its back and removed the blue/red spiked collar from its neck.
On 18/5/16, a Balance Update increased the Golem and Golemite's hitpoints by 5%.
On 24/8/16, a Balance Update increased the Golem's hit 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 20/10/16, a Balance Update allowed its death damage to affect flying troops, but Supercell called it a bug fix.
The 20/6/18 Update moved the Arena to unlock the Golem from Builder's Workshop (Arena 6) to Barbarian Bowl (Arena 3).
On 7/1/19, a Balance Update halved the amount of pushback caused by a Golemite's death damage (from 1.8 tiles to 0.9 tiles).
On 2/3/20, a Balance Update decreased the Golemites' damage by 22.5%, but also increased their Death Damage by 55%.
The Golem's death explosion is capable of pushing a ground troop over the river.