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 the King's Tower. Due to the Golem's slow deploy time and 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. 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 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.
- Note that the Golem has a three second deploy time. This makes placing it at the bridge a very situational thing to do as it will be very easy to react to, and the player 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.
- 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. Therefore, the defender should be mindful of how their 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, 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.
- The Inferno Tower can easily destroy a Golem for a positive Elixir trade if allowed to reach its higher damage thresholds. The player should always consider packing a card with a stun effect, as this will allow the player to reset the opposing Inferno Tower'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 will deal much more damage in addition to stunning, and can also target and fully destroy many glass cannons like the Musketeer or Wizard.
- 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. However, these can be spelled down on reaction, leaving the Golem helpless. A Night Witch can continually spawn Bats while being resistant to spells, and her Bats upon death are hard to deal with without a spell in hand as the Golem will be tanking the Princess Tower's shots.
- 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 Princess Tower and Inferno Tower. An Electro Wizard is much more effective than any other alternative in this situation as it will continually stun until the building is destroyed, and then support the Golem on the counterpush.
- The Baby Dragon synergizes well with the Golem as its high health means it can hide behind the Golem and not be afraid of any spell besides the Rocket, which is the only spell that can one-shot it from full health. The Baby Dragon will also quickly dispose of any frail swarms placed early to damage down the Golem.
- 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. can achieve similar results to the P.E.K.K.A., 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, the defender 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 defeat 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 to mitigate the chip damage dealt by the Golemites.
- 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.
- The Golem, Giant Skeleton, Skeleton Barrel, Balloon, and Ice Golem are the only troops that deal death damage.
- The Golem used to have no crystals and wore a collar.
- It is tied with the Electro Giant for the most expensive Epic card and most expensive singular troop in the game, at 8 Elixir, as well as being the second most expensive card, behind Three Musketeers.
- At level 13, the Golem has the most hitpoints out of any unit in the game, even higher than that of a level 13 King's Tower.
|8||2.5 sec||Slow (45)||3 sec||0.75 (Melee: Short)||Buildings||x1||Ground||Troop||Epic|
|2.5 sec||Slow (45)||Melee: Short||Buildings||x2||Ground|
||Golem Damage per second
||Golem Death Damage
||Golemite Damage per second
||Golemite Death Damage|