Hey kiddos, Trainer Lay / Radius here with my another guide on CRA!
This time we’ll talk about my off-meta deck, which pushed me from 3500 to *fanfares intensifies* 4080! What is my highest score ever! Interested? I hope so!
| Pros|| Cons|
- 1-2 pushes should be all you need to win
- Easy to 3-crown
- Solid defense
- 2 cheap cycle cards
- Counters P.E.K.K.A and Spell-Bait easily.
- 4.3 AEC without Pump.
- 2 Legendaries and 3 Epics, one Legendary is irreplaceable.
Golem Lumberjack Beatdown
The real king of heavy beatdown and a card I enjoy playing with!
On typical Golem deck, placing that piece of stone is always pretty risky. On this deck, it’s VERY risky due to lack of Elixir Collector.
Like Corrosive Logic said, “Pros often tell you things such as “don’t play Golem until Double Elixir,” but the truth is a lot of these pros are just hypocritical as they do end up playing Golem in single Elixir.”
It’s true! I don’t see anything wrong with using Golem before Double Elixir, but don’t do this when you know they have Hog Rider or another very fast troop to pressure the other lane.
Dream scenario to rush with Golem is when you just defended their win condition with positive Elixir trade, and you’re up on Elixir.
TL;DR – Just your win condition
Bowler – This is the card which makes this deck off-meta and unique.
This big blue guy counters Elite Barbarians, Hog Riders, and swarms!
I recommend using this card on the just because even when underleveled, he still counters these troops so easily!
I don’t recommend using him in your Golem push, but when you’re rushing like all-for-this, why not!
Bowler’s HP is high, so don’t refrain from little pushes such as Bowler + Goblins, when they just lost their Log for spell prediction.
TL;DR – Core defense, keep ready for Hog Rider and E-Barbarians.
Lightning – Very popular spell in Golem decks.
Even after the nerf, it still does the job very well.
But when should I use it?
- Three Musketeers – Lightning is just so good at countering 3M! Remember one important rule: Value > Tower Damage. So ALWAYS Lightning the 2M lane, even when the 1M lane is more damaged. The only exception is when this Lightning is going to finish the game.
- Elixir Collector – Lightning = R.I.P. Pump. Nothing more to say.
- Inferno family – When it’s just lone ‘Ferno for your Golem, use the cheaper option called Bats. But when you see the value opportunity like Inferno Tower + Wizard + Arena Tower, why not?
- And how about defensive Lightning? Elite Barbarians + support – boom! Defended easily.
TL;DR – Use Lightning to punish Three Musketeers, Pumps, and Infernos. Defensive Lightning is also good.
This card is so OP! Melts tanks easily and supports Golem well.
IDrag is one of the most important cards here in this deck, so avoid using alone and as the starting move.
When using him, always have either Bats, Goblins or Lumberjack in case of Electro Wizard.
TL;DR – Tank destroyer.
Lumberjack – The second and last Legendary in this deck.
The best thing about Lumberjack is his death effect, Rage, which is extremely useful in Golem push.
But remember to use him as Golem support, whose role is to live as long as possible, not as a kamikaze just to Rage the whole thing up.
You can use him as a Hog Rider/Elite Barbarians counter, but Hog will always get two swings, and lone LJ can’t counter Ebarbs completely, you need to support him with either Bats or Goblins. So, it’s your choice!
TL;DR – Must-be in Golem push, always as support, not a kamikaze. Decent defensive choice.
After Skeletons nerf, they stole my watch, savings and heart <3.
For 2 Elixir they offer amazing value and create a lot of positive Elixir trades.
They are your main counter to Hog Ridaaaah.
To be honest, list of what they can counter would be just too long! With the help of the Tower, they can counter EVERY single-target troop!
TL;DR – Cycle cards, counters Hog Rider,
Bats – Another cycle card with a lot of positive Elixir trade potential.
If you don’t have enough Elixir of Lightning and you have Golem push coming on your side, use Bats in the middle to distract and shut down the Inferno Tower.
Also, they’re amazing counters to ground troops such as Knight and Valkyrie! Just remember to use them on the bridge to gain the maximum damage.
TL;DR – Cycle, distract Inferno Tower very well.
Arrows – Self-explanatory, but there are some words to say about it.
When you know the opponent has both Minion Horde and Goblin Barrel on his deck, keep Arrows for Minion Horde. Goblin Barrel can be countered fairly well with Goblins or Bowler. When the opponent has Minion Horde, and your Arrows is out cycled, there’s no way you can stop Horde with this deck.
3:00 – 1:00
Defend and try to do a Golem push.
NEVER, EVER use Golem as a starting hand as you might get punished easily.
As I said above, best time to go with Golem at the back is when you just defended their win condition with positive Elixir trade.
When they go risky and use the Golem behind King’s Tower, show them it’s mistake by pushing with Lumberbats (it sounds so cool, doesn’t it?)
1:00 – End
You must control the match now.
Push with Golem over and over.
Don’t give them even a second to attack. Punish.
Hog Rider – Winrate – 70%
Your main counter to Hog is the Goblins. If their light spell is Zap, not Log, the game is over unless Zappy Zap is heavily overleveled.
Avoid overspending; one 0 Elixir caught can cost you the game.
Giant Beatdown – Winrate – 80%
Who else hates lvl 10 Giants at the bridge? I hope not only me. But how to counter it?
When they’re making their push with Giant behind King’s Tower, ALWAYS PUSH WITH GOLEM AT THE SAME LANE.
Golem is a much beefier tank, so he’ll live longer. Also, don’t worry about spamming to counter this lone Giant, because he has no death effect and all these troops you used to defend will go to counterpush and crush. Pretty easy.
Golem beatdown – Winrate – 50%
Their advantage is Pump, yours is Inferno Dragon.
Spell-Bait – Winrate – 95%. Really.
This is so easy! Goblins, Bowler, Arrows – they all counter Goblin Barrel!
My way to break their defense is to completely spam behind Golem. If they have Rocket, that’s even better for you, because you can start spamming supports again, but now push is Raged, because LJ is killed. Simple!
Very important thing – When you’re feeling “That’s it, my final push,” don’t be afraid to Arrow Princess + Goblin Gang. They don’t expect it, but it will be the final punishment to finish the game.
Lavaloon – Winrate – 55%-60%.
On offense, when they rush with Lava at the back, go with Golem at the same side. Then, place Inferno Dragon behind Golem, but as far as possible to burn the Lava Pups’ mother.
Then, I prefer using Bats to counter the Pups, to get them in the counterpush, but when you can get nice value out of Arrows, like Pups + Minions, why not!
Be aware of Balloons at the bridge when pushing with Golem.
Salty Ladder (Elite Barbarians & Royal GG) – Winrate – 45%-50%.
If only Ebarbs, pretty easy as Bowler counters them perfectly.
Royal Giant is a bigger deal. Use Inferno Dragon to counter RG, and keep Arrows ready in case of Minion Horde, which is a pretty popular ladder card.
If both, really tough as they always can rush with either RG or Ebarbs when you rush with Golem.
Spawners – Winrate – 100%.
Siege – Winrate – 75%
Golem is your bullet-taker.
When you know they’re running Siege, don’t use Golem until their Siege weapon is placed.
When you don’t know they have X-Bow/Mortar, and after your Golem push, they normally go with Siege weapon at the opposite lane, ignore it completely, let them take a Tower and go for the Tower trade.
You know why? Because after you take the opposite Tower, they can go either for a 3-crown, which is almost impossible or for this Tower lane which you just took, which is almost impossible.
Go with Golem after Golem, their defense is strong so one push won’t usually finish the match, but chip after chip and Tower will go down.
P.E.K.K.A beatdown – Winrate – 70%.
Pretty nice although most players think facing P.E.K.K.A when using Golem is a guaranteed loss. Nothing of the kind!
To counter the P.E.K.K.A, your push needs: Golem (ofc), Inferno Dragon, Lumberjack and Arrows ready to launch.
Golem to attack and deal damage, Inferno Dragon to kill the P.E.K.K.A, Lumberjack to protect ID from Electro Wizard’s annoying stun effect, and Arrows to protect ID from Bats/Minions/Minion Horde. When all these things are done, this push should cut this Tower to shreds.
And that’s it, guys! I hope you enjoyed this 1600+ words guide, and I wish you are reaching Challenger 1 soon, just like I did with this deck! That’s all from my side, now let’s say it!
Trainer Lay / Radius