Clash Royale Golem Deck That Got Me to 2700+ Trophies

Hi guys, today I am going to show you one of the best Clash Royale Golem Decks I have ever used! I’m BEST_RAPPER_NEVER, a player who started on the global release and I recently hit 2700 trophies as a relatively fresh level 8 player (with level 8 Commons, level 4/5 Rares, level 2/3 Epics).

clash royale Golem deck

Clash Royale Golem Deck That Got Me to 2700+ Trophies

Clash Royale GolemClash Royale Elixir CollectorClash Royale Bomb TowerClash Royale Wizard
Clash Royale BarbariansClash Royale MusketeerClash Royale Spear GoblinsClash Royale Arrows

Currently level 8 Commons, level 5 Rares and level 3 Golem (although I’ve just recently upgraded some of the Rares and the Golem). Anyways, lets get into what the Deck does.

Goal of Deck:

Play defensive, gain an elixir advantage then make a large push.

Opening strategies:

Bomb Tower into Elixir Collector – Bomb Tower is one of the best opening cards to play, as it’s one minute long timer and high health help counter any push, and helps to gain an elixir advantage. Play in the middle, use Arrows to clear if a Minion Horde is used to clear. Typically you play defensive until you have an elixir advantage then throw down Elixir Collector at 10. Bomb Tower is best played in the middle, with the range just barely going to the river (not reaching over river, but the range touches the other side). This lets you be able to react to a Minion Horde or Hog, as well as pulls aggro from both bridges as well as stopping things like Musketeer from attacking from other side of river (baby dragon can clear, but wait for baby dragon to aggro Bomb Tower then place Musketeer or Spear Goblins down to kill)

Elixir Collector – if you play at the start of the game, place in the middle and just in front of the towers (if you place overlapping with the tower, it can be fireballed along with one of the side towers). Defend against the incoming push that is a result of the 5 elixir used on collector.

Spear Goblins or Barbarians or Musketeer – place at back of base (splitting Spear Goblins or Barbarians behind crown tower, or just putting musk in one lane), only a good play if neither Bomb Tower or Elixir Collector are in game. If opponent plays Elixir Collector, you can make a small push (don’t overcommit, the goal of the deck is to build a big push behind a Golem)

Countering pushes:

Hog and supporting troop with Bomb Tower – Place Bomb Tower in middle so that it pulls troops in and it kills. Supplement with Spear Goblins if you’d like to have the Bomb Tower at about half health (beware Freeze, place on opposite side of Bomb Tower so that tower+Bomb Tower+spear gobs aren’t all frozen at once, if push on left side then place Spear Goblins a square or two to the right of Bomb Tower and vice versa) you can also supplement with Musketeer (if you don’t have spear gobs, and its a bigger Hog push like Hog/musk or something like that)

Hog and supporting troops without Bomb Tower – place Barbarians down idirectly n front of tower (Hog will be pushed to the side and killed by barbs). Use Arrows to kill backline if you want to create a small counterpush with Musketeer or Spear Goblins (with 4 elixir swing from Hog which does no trading, you are at an advantage to push). If you don’t want to create a counterpush, just let Barbarians trade for Hog and backline (a positive elixir trade almost always, as 5 for barbs then 4 for Hog and at least two for backline).

Giant (or Golem or Giant Skeleton) and backline while a Bomb Tower is up – you can place Bomb Tower down in middle then wait for backline to cross river, drop Barbarians onto backline (surround a wizard, Musketeer, archers, witch, etc. throw Arrows down on a Minion Horde.) If you don’t have barbs, then let the troops aggro onto Bomb Tower then place wizard onto the side of the map. The backline will kill the Bomb Tower while the wizard kills the backline (giant is in middle, too far away), you can place Musketeer or Spear Goblins by the tank to kill it.

Giant (or Golem or Giant Skeleton) and backline without a Bomb Tower up – place Musketeer or Spear Goblins down just in front of crown tower on the side of the push, they’ll help dps the tank down. Place barbs onto backline and let them kill (Giant Skeleton will walk back to kill barbs, so bomb won’t damage tower, and barbs will walk away without taking damage from bomb). If its a Golem, you may need to throw down a Bomb Tower or Elixir Collector(likely right in front of side tower, if you’ve played two troops you likely have Bomb Tower up again) so that you don’t take too much damage

Balloon + support – The hardest push for this deck to counter. Wizard and Musketeer are in here to help stop loon, be careful of the positioning of troops (Freeze). You can place Bomb Tower down (likely have to place in front of the tower because loons are normally placed on side of map). Barbs are also good at melting through a giant, or anything else supporting

P.E.K.K.A + support with Bomb Tower – Place Bomb Tower in middle, then drop Barbarians on backline, or place wizard on side to clear backline. place goblin spears beside pekka after backline is cleared so that pekka is killed while killing those.


P.E.K.K.A + support without Bomb Tower – place Barbarians or goblin spears in center to pull. if you place barbs then use wizard to clear backline. If you place spears, then place Barbarians on backline to clear.

Double Prince – pull to center with Barbarians or Bomb Tower, Spear Goblins on other side of Bomb Tower is best case scenario (dark Prince typically dies first, as it leads the charge to clear troops, then Prince has to kill three troops and dies while doing it. If you don’t have Spear Goblins, then you can supplement with Musketeer if necessary.

Mortar – use Bomb Tower or Elixir Collector to tank mortar, can use Barbarians and Spear Goblins to kill mortar. Another alternative is just to drop Spear Goblins on mortar, those take mortar down about half by the time they are dead then make a Golem push. Versus mortar decks just make constant Golem pushes (don’t worry about making a huge push, just wizard or Musketeer and Golem typically will do). Unless they run inferno, then just play to kill mortar and tie game.

Spawner – typically hard countered by Bomb Tower, then you can make a push with Golem when you get a chance. By the nature of Golem pushes (15+ elixir at once on board for a big push) as opposed to persistent value of spawners, spawner decks are hard countered by Bomb Tower and Golem.

Miscellaneous – I’ve covered most of the pushes i typically see, but if you run into anything else, just keep in mind: barbs or Arrows on backline, wizard to clear groups, Musketeer wizard or Spear Goblins to clear tanks. Bomb Tower is op.

Things that counter this deck:

Fireball/Poison/Rocket – can murder backline of wizard/Musketeer, then opponent kills Golem. You can play around this by baiting out with Elixir Collector, or by only placing wizard or Musketeer down behind Golem then Spear Goblins or the other of the musk/wizard that you didnt place down to support Golem.

Barbarians/Valkyrie – Often dropped right onto wizard or Musketeer after they cross bridge, trade with your backline then kill Golem. You can play around this by placing your own Barbarians surrounding your wizard or Musketeer (you won’t have enough elixir to place all three except in double elixir)

P.E.K.K.A – P.E.K.K.A is the enemy of Golem pushes, they are played on defense with a wizard or the sort behind, and shred Golem while tanking backline. The best counter I’ve found to this is by making waiting until 2x elixir then making a splitpush of Barbarians and Spear Goblins in the lane that isn’t the Golem/wizard/Musketeer push lane.

Inferno – Don’t expect to win, play not to lose using the countering guide earlier. If you reeeeeaaally want to push vs an inferno, place Barbarians in front of Golem when you push, this is countered by wizard or bomber though, and then you likely just lose a tower as a result of the counterpush, but if theres only ~15 or so seconds left in overtime, then this is alright.

How to push:

Optimal setup (in single or double elixir) – Bomb Tower in middle, Elixir Collector in corner near tower with most health (to counter fireball/Rocket chipping down, and make sure to place in corner so that troops like wizard/musk can’t be fireballed along with Elixir Collector after pushing from behind king tower). After this is all set up, place Golem behind crown tower. When Golem is near river you should have 10, place Musketeer and wizard behind Golem to push (remember if enemy has Barbarians, place barbs around a wizard or Musketeer instead of both wizard and Musketeer).

Minimum setup (in single elixir) – Elixir Collector set up, Golem placed down behind king tower and then wizard as support for Golem

Minimum setup (in double elixir) – Golem placed behind king tower, wizard and Musketeer set up behind Golem (unless opponent is pushing opposite lane, then counter with whatever is necessary even if it means only placing Spear Goblins behind your Golem)

Closing words:

This Golem Deck is a 4.6 Elixir average. Despite that, I’ve had a lot of success with it and found it to be very strong to play. I think it can win any game where it is played well, except vs an exceptionally played deck consisting of a couple of the counters listed above (in which case it can tie). Always look to understand your deck, this deck is IMO just as strong as Hog/Freeze, double Prince, mortar. I am not having success because it is OP, but rather because I’ve been using this deck since 2000 trophies and I understand its ins and outs now.

If you have any questions about this Clash Royale Golem deck, feel free to ask in the comments. Also, I know it’s a lot of words but I think it is necessary to give a proper guide.