“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 unlocked from Serenity Peak (Arena 14). It is a slow, building-targeting melee troop with moderate hitpoints and damage. When defeated, Elixir Golem splits into smaller, faster Elixir Golemites which have less health. When the Elixir Golemites are defeated, each one produces two Elixir Blobs, which have less health and move more quickly. When an Elixir Blob is defeated, the player who defeated it is awarded with 1 Elixir. The Elixir Golem appears as a massive brute made of Elixir, wearing two collars on its arms, with its Golemites being smaller versions with the collar on their waist, and their blobs resembling a plain lump of Elixir. An Elixir Golem card costs 3 Elixir to deploy.
Strategy[]
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. It is also less vulrenable to strategies that involve rushing in the other lane, as the player will have more Elixir to defend such strategies, while also supporting their Elixir Golem.
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 are destroyed, the spawned units 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 full, the Elixir Golem's blobs 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.
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.
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 the opponent deploys an Inferno Tower, an Elixir Golem can distract it for a good amount of time.
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.
The Elixir Golem's first form cannot be used to activate the player's King's Tower, even when it is locked onto a Princess Tower. However, some of the Elixir Golemites or 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 Elixir Blobs 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 from the blobs. 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 Blobs may become less meaningful as it is easier for the defender to accidentally leak Elixir.
The Elixir Golem is the cheapest cards that can take a Princess Tower, left ignored, while also dealing significant damage to the King tower afterwards. As such, it should never be ignored.
History[]
The Elixir Golem card was released on 4/11/19.
On 11/10/19, a Tournament/Special Event Challenges allowed players to unlock the Elixir Golem early.
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 2021 Quarter 2 Update moved the Arena to unlock the Elixir Golem from Electro Valley (Arena 11) to Serenity Peak (Arena 14).
The Elixir Golem was designed after a scrapped concept, which involved a monster constructed entirely from Elixir.
According to a Clash of Clans community manager on Reddit, the Elixir Golem was prototyped during the development of TH12 in Clash of Clans. The Elixir Golem was planned to be a troop that would gain strength and size when it destroys things, and drop Rage Spell effect upon death, similar to the Lumberjack. However, it was scrapped due to its complex mechanics.
Unlike its other 2 Golem counterparts, the Golem and the Ice Golem, the Elixir Golem and its subsequent forms do not inflict death damage.
It is the first card that can provide the opponent with additional Elixir and the second that can give a player extra Elixir.
The Elixir Golem currently has the highest amount of forms and divisions of any card - it has 3 forms and divides 3 times into 6 units total.
It ties with Lava Hound for the most amount of sub-troops spawned via division, at 6. However, since the Elixir Blobs can't exist without the Golemites being defeated first, the Lava Hound still has the highest amounts of units summoned at once.
The Elixir Golem has the highest health to Elixir ratio of any card in the game, counting the hitpoints of its subdivisions.