Classic Golem Deck That Cracks Down The New Meta
What’s up lovely people!
It’s me, Norbysweg again, bringing you guys a top notch guide on a brand new revived deck!
With the legendary challenge on, many people have been having lots of trouble with the new meta, especially with the Golem Hut deck (screw you, Surgical Goblin!), MK Skellybarrel, and Bridge spam.
If you hate these decks, and always been hoping for some decks to get a fresh start and shine again, Imma show you a great example!
In one of these days I somehow remembered the old days, where I was still at 3k trophies, and I qualified for the CCGS bracket. All the top 20 spots were taken by Golem, no joke at all. I surprisingly got very good with the Golem archetype, especially with the classic, Pump Lightning one, which had some basic interactions, principles and easy ways you could always win (no joke at all).
Once the Night Witch dropped out, I got her and pushed with the same classic Golem deck (NW added to it), and went from 4000 to 5200 in 16 days with a level 5 Golem and a level 2 NW (no joke at all, again).
After adding the Ghost into the game, I’ve gained a total amount of 3-12 Grand Challenge wins, and the Legendary Challenge 12 win, with pretty good success in competitive play also! This includes friendly battles in-clan, brackets and regular bo5-s. Now let’s get into the card breakdown!
Classical Golem Deck
Golem
Your main tanker, win condition.
Hands down one of the simpliest cards in the game, no specific interactions, just drop him down and support.
Golem decks differed a lot in certain times, as we experienced Classic Golem beatdown, Golem Bait, Golem 3M, and Golem hybrid (includes Golem Hut, Golem Mortar and many more).
Its hard counter usually seems to be the P.E.K.K.A, but most times you can outplay it with an Elixir advantage.
Night Witch
Your main support, most important thing behind a Golem.
She has been nerfed two times, yet she’s still one of the strongest around, adding a spell-bait touch to the deck, and also a huge DPS rise.
You usually want to support the Golem with her as fast as possible, but in most cases you want to have a little space between them, so splash troops like Mega Knight, Wizard, or even huge spells like Rocket won’t get deadly value on your push.
She has the most important role in your push, and she gets lots of value on your side, as well as on your enemy’s! She is the most balanced support for your Golem, but the other two have special roles I’ll talk about later.
Always try to play your NW on the same side as the Golem, but you can definitely use her to tank a Mega Knight punish push if necessary.
Baby Dragon
More of an advantage/splash support, which is also important on your side of the push, as well as a reliable defensive tool that will help against most meta pushes.
I like the Baby Dragon because it gets lots of splash value in this meta, and also because it eventually shuts down Goblin Hut!
Interesting fact: In the old Golem meta before NW or Ghost, the Baby Dragon locking on the enemy’s Tower was considered the most damage dealing unit in the entire deck!
Mega Minion
The reactive support, I mostly enjoy using it when the opponent counters my Baby Dragon with his Mega Minion, and I can use mine on his, and save both of them!
This guy is mostly used on defense, but what I like about it is that if your opponent isn’t ready to defend your push, the Mega Minion gets huge value, because it has a fast reaction hit speed, killing cheap cards like ewiz or Archers efficiently.
Ice Spirit
Your cheap defensive/cycle card.
Usually an Ice Spirit saves you from a Battle Ram hit, a Bandit connection, a Mega Knight, a Miner, prevents a P.E.K.K.A from getting maximum value, and countless more uses.
Most of the time an Ice Spirit makes huge difference, so use it carefully and efficiently.
I mostly use it behind the King to grant protection, because we don’t need chip damage or anything by planting it at the bridge.
Pump
Nothing special about it.
Try to get the most value by spacing out value troops like NW from it, and also Pump up if your opponent seems to overcommit on your push, just let it die and farm Elixir.
Log
Nothing to say here, you’ll mostly use it defensively.
Lightning
Nothing to say here also.
Just remember to always Lightning pumps, as the new nerf makes Lightning the best spell to use against it!
Similar Decks
(Same mentality, Gameplan)
General Gameplan
Okay guys, no need for detailed explanation for everything here, just a few steps you want to follow for certain success. Here we go.
Early Game
It’s the start of the game, so you are cycling or placing down a Pump, the most important card of the early game.
Place your Pump in front of the King Tower, to help defending miners easier.
If you don’t have it in hand, cycle a Mega Minion or Ice Spirit at the back.
Once you get the Pump down, watch out for any punishes incoming or spells.
If they use a spell, your goal is to get the best trade in the upcoming few interactions and get the Pump down, possibly outcycling your opponent or putting him in a weird spot.
Don’t commit to any pushes yet, and only Lightning high value like a Pump or a Gob Hut.
Don’t commit to Golem if possible.
If you get two pumps down and maintain them, you have 95% of winning the game.
Mid-Game
The game can usually go two ways:
If you have a Pump down, drop a Golem in the back at full Elixir and build your push slowly.
The Golem supporting order should always be Night Witch, Baby Dragon and Mega Minion reactively or not.
If you build your push accordingly and get a bitta Lightning value, you won the game already.
Before pushing, you should always scan your opponent’s defense, if they have a swarm deck for example, even something like Log bait with Tornado, you might just stack your push up and don’t use the Lightning at all (the enemy deck has no buildings or troops that would be worth the Lightning), in this case you should watch out for Rocket value on your push.
The main thing is, always know if Lightning should be saved, or used, because most of the times that little extra question can make the difference in a game.
And always remember, this is the time where pumps count.
The second way to win a game is build a smart push and space your troops out well, and possibly get a lot of value with spells like Log.
If you do it accordingly, you might end up with Golemites and an 1hp NW at the enemy’s Tower, now this is the time when a move can decide the game.
You have to go for the most all rounded push, that can’t be simply defended. If you’ve done this right, you should still have Elixir for a Pump, while the enemy will be occupied with defending that annoying minipush.
If you get in this spot, there is no real way to lose the game, you just have to defend and do the minimal attack with the Golem.
Minimalist attack in this deck means pushing with a regular Golem in the back, but actively save Elixir for any counterpush incoming, and reactively place down your troops, do not overcommit on attacking, and possibly invest in another Pump.
If your opponent attacks you in this spot, don’t just ignore it and go for the three crown!
You still didn’t get the most profit out of your Pump, so he might still defend your push easily!
End-Game
Just repeat the steps from mid game, and consider going all-in with a push.
If you’ve done everything right and even been a bit lucky, there is no way to lose the game.
Matchups
P.E.K.K.A control
Undisputably the hardest matchup, this deck can shred you apart without any remorse, especially if they use Executioner, that’s probably a 15% winrate.
The only advice I can give against P.E.K.K.A is: Always focus on Elixir.
If you’re making bad trades or messing up Miners on your Pump, you will get demolished with a counterpush.
If you get the pumps down and not too much damage, you’ll have a good chance to win the game!
Always focus on getting more Night Witches down, as they do the Highest DPS and can kill the P.E.K.K.A fast.
Miner 2.9
This ambitious deck has the Miner Poison combo, which can easily tear down pumps repeatedly if you are not skilled enough to predict juke Miners (Miner on the Tower and Poison on the Tower and Pump, so any troop trying to defend your Pump will get poisoned too).
The only way to win is get a good Pump down, and organize your push carefully, so you’ll always have Elixir for a Lightning on the Inferno Tower.
Also remember to use the decisive Pump, so when they Poison your push you’ll have the Pump ready.
Hog Exe Nado
Truth is, you have to play this one differently.
Take care of your pumps, because they might have Rocket.
Never stack your push all up, because Exe-Nado will demolish it all no matter how big it is.
Take advantage of the LightningLog which kills the Exe and play your troops spaced up and one after another, until you bait out the Nado and can finally go in hard.
If not, always try to dominate the side they want to push on, so they can’t get a Hog down.
That was it guys, hope you enjoyed my 16th guide, and hope y’all have success with this deck!
I surely enjoyed playing it, and I’m looking forward to finding many more working decks to bring you guys!
Peace!
This deck was designed 2 years ago. What would you change today? almost 2018.
FIRST
first reply
first reply to the first reply of the first comment
im gonna stop this right now before it gets too crazy
Lol
first reply to first reply to first reply to first reply first reply to the first comment
2nd reply to first reply to the first reply of the first comment
Second reply
2nd?
Great guide like usual norby
3rd
4th
5th
Norbysweg, grinding the deck guides again!
hey norby, GG again. I like your guides, but I don’t like this deck very much, because I get crushed by pekka every time.
how do i know when my guide gets posted? and does Will put up the pictures of troops on my guide?
You’ll know when your guide is posted when it is posted. And Will does the pictures, but if you want to add your own pictures upload them to imgur then copy the link onto the guide.
Thanks!
I run something similar but I use poison instead of lightning, E-wiz instead of mega minion, arrows for log, jack for ice spirit. It is 4.6 but pretty solid. just watch out for rushers.
that’s way too expensive, but not better
anyone have a royal ghost ladder deck to push to leggy arena, I’m at 3.5k rn?
use royal ghost, hog, exo, tornado, tombstone, minions, log, goblin barrel.
use the Deck of the Week :v
Royal ghost works in pretty much every archetype lol. Just push quick because it’s gonna get nerfed fast
https://uploads.disquscdn.com/images/13bbbf57b0ed7c5e2a6b2daa84dabe57190fff0e50ed9161c31a79bd2a926cbb.jpg
This is the one I’m using. My highest trophies is: 4152
I’m bad with Beatdown, and this is the ultimate beadown deck
Pekka is a soft counter to golem like goblins are to hog rider
No, the goal of using hog ridahhh i to chip down the tower, while Golem players usually try to take down the tower in 1 – 2 huge pushes.
That makes sense, since goblins can’t prevent 1-2 hits of hog, while PEKKA can defend prevent so much, and can even make a huge counter push afterward
Are you joking with me? It was an analogy lol
Great guide!
Not in golem because it resets inferno s and takes out glass cannons with its slightly better range
U r saying ppl don’t use Golem Rocket xD
I use Rocket on Ladder. It’s easier to level up.
No people use it all the time lightning works better tho imo:)
wouldn’t rocket destroy inferno tower?
Yea, but lightning works better since it can provide more value than a rocket if there’s other troops. Rocket is also a negative elixir trade
Completed the new challenge first try in 36 minutes after it came outwith this deck:
Golem
E-wiz
Zap
Nightwitch
Tombstone
Inferno dragon
Baby dragon poison
If y’all want give it a try worked for me. https://uploads.disquscdn.com/images/9e36eaeb269e40ccf13eb65540d99d6b714f6205d887662a7299a40901f7527f.jpg
golem is great in those challenges
Duh it was funny bc I didn’t see any giants or three musketeers
Lucky you, I went 3-3
First after repost
WHAAAA
Well this is getting boring. The game, I mean. I’ll give it a one month hiatus and play some better and actual games, not this pseudo-entertainer.
Bye guys! See y’all after about one month!
I guess that’s what happens when you run overleveled ebarbs…
LMAO!
No, it’s not just the ebarbs. CR is getting too much repititive and is only getting better and better at becoming a worse game. It’s starting to suck too much.
Time I dusted off my consoles and PC.
Well that’s because you use ebarbs. I wouldn’t have much fun either
I started using ebarbs in arena 10. Now i don’t, and i still find CR boring.
I think I am entitled to my personal opinion, dude.
CR is just like Pokemon Go. Popular when it came, but it all washed away. Mainly because of its clunky repitiveness. Look at GTA Online. It gets updated every month or so and there’s SO DAMN FREAKING MUCH content. CR neither has that much content, or some new ideas(for people like me, playing since the beginning. )
Oh, and I’m back.
After a three month hiatus.
Hi again chatbot!
Bro you just bashed on comparing cr to chess and now you compare it to Pokémon go?
They’re both online, virtual, and COMPARABLE games!
deck i know but guide is good
Subs
NW= LBJ
BD= WTCH
MM= INFDRAG
PMP= TSLA
LG= ARWS
XD
IM Lovely?
Is there a repost?
Any One Got a good control deck that does well against the over leveled common win conditions, but also fares well against Golem and the other Heavy tanks?
Log bait
I’ve had some success with this one. https://uploads.disquscdn.com/images/a5ab0445d1fbf4c80c128a4614906ebf1b22abf966baf833774e7507a3d191b2.png
pekka miner poison control
PEKKA SkeleBarrel is pretty good, but you need arrows to kill swarms or executioner if you are confident enough. Poison is good as well. The only trouble is bait, inferno tower shreds him almost everytime because of all the distractions. Use rocket for inferno if you can but try to go cheap as you will want PEKKA to counter the meta.
You can try this:
PEKKA
Skeleton Barrel
Rocket
Executioner
Guards
Ice Spirit
Fire Spirits
Arrows
2nd
How do you defend eBarbs with this deck?
NW, Ice Spirit in the middle will do a pretty good job. Even if they get some hits on tower, you have to be willing to take damage when playing beatdown.
Ok, cool, thanks. I’m learning to play beatdown after months with log bait! 😀
you’re changing?
@baitisbae:disqus I’m trying to learn to use different decks like miner-poison and beatdown. My PB is 4030, I’m changing just to play in a different way.
Very nice guide but i dont reccomend using that deck becuase its very outdated. As soon as i got lumberjack I’ve been using this deck
* Golem
* Lumberjack
* Nightwitch
* Mega minion
* Baby dragon
* Pump
* Tornado
* Zap
This decks defence is way better, it even kicks ass at pekka decks so i reccomend you using this deck.
It’s true, you don’t have a direct damage spell and cannot deny pump, princesses or goblin barrel.
I have zap for goblin barrel and i use mega minion 2 counter princess and counter pump with pump or punish them.
then they use gg to counter your mega minion
If only I had Night Witch…
This deck brings me great memories…
Back when Night Witch was unstoppable, I bought her one day after release and pushed 500 Trophies in one day… Good ol’ days…
BTW, I used Goblins instead of Ice Spirit 😀