Wassup guys, Dark Prince (or Dank Prince/Apo the admin on discord) here with my very first guide!
This deck is disgusting but in an amazing way(does that make sense?). This deck is only 3.6 elixir, making it as cheap as some hog decks, and 0.2-1.4 elixir less than other common golem decks.
Real quick, before we go into more details, lemme explain the reason I made this deck, it’s actually quite simple, I hate expensive decks.
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Golem is one of my favorite cards in the game, but with it being so expensive, and most of its decks being over 3.8 I couldn’t use it well, but now I can.
- The deck is very cheap for it’s play style, this means more pushes, and bigger pushes
- It has more than one possible (although unconventional) win condition.
- You have more than one tank killer, Mini P.E.K.K.A/Inferno Dragon
- When in doubt spell cycle them to death!(should’ve made that rhyme…)
- There aren’t many of these, but here are the few I know of
- If your zap is under-leveled, you need log, decreasing air defense
- Counter pushes can catch you off guard easily, don’t waste or just “throw down” troops
- Low air splash without poison/zap
- A lot of people will hate you if you use this deck
3.6 Golem Beatdown Deck
This is your main win con, also the most expensive card you have coming in at 8 elixir.
Little quote/excerpt from Trainer Lay / Radius’s Golem guide: “Pros often tell you things such as “don’t play Golem until Double Elixir,” and this can be true, with other Golem decks, but this isn’t just any other Golem deck.
At 3.6 elixir Golem is perfectly viable to play as long as they’ve wasted 6 or more elixir defending or pushing. This eliminates the risk of an immediate counter rush with a card you can’t counter.
You want to try and get 1-2 medium to large pushes throughout the game. The goal of your golem pushes is to only put 1-2 of your troops behind the golem at first, 1 ground and 1 air, that way ICE(in case of emergency) you can always defend a counter push.
TL;DR – Same as all Golem decks, your win con, everything goes behind this card.
Mini P.E.K.K.A: This is by far one of my most favorite cards in the game.
Coming in at 4 elixir and at tourney standard doing 598 dmg, it is a natural tank killer(plus it says “pancakes” when deployed).
This is your ground defense, only use offensively if going for the 3 crown, or a desperate 1-2 crown.
Counters Hogs, Musketeers, Ebarbs, Royal Giants, Giants, basically everything.
Only downside to this card, and this goes for the rest of the cards except spells, it can’t deal with swarms. It needs a spells help.
TL;DR- Main ground defense, not normally used in big pushes unless it’s a counter push
*heavenly music plays*
This is the key to your success. Without Inferno Dragon you’d have no chance of quickly taking out tanks, and no chance vs air tanks.
Never start with this card.
I don’t care if you must leak Elixir, if this is the only playable card you have then wait! You need this card in your hand as often as possible.
Now, when using this card, whether it’s defending or attacking, pair Mega Minion or Mini P.E.K.K.A with it to help defend vs Ewiz that maybe supporting the opponents push.
TL:DR- MP is important, but Inferno Dragon is more than important, never use him alone, never use him first.
She’s your main offensive support. Coming in at whopping 4 Elixir and dealing 160 dmg(320 dash dmg), with 780 HP at lvl 1 or tourney standard, Bandit is perfect for placing behind a Golem and destroying towers with ease.
She’s not only your best offensive support, she’s also a major defensive card in this deck. Her dash, and just general 160 DPS is perfect for killing small to medium HP cards.
TL;DR- Used mainly for offense, but perfect for defending small troops
Your main air defense, sure Inferno Dragon kills tanks, but Mega Minion kills everything else in the air (and ground but you know what I mean).
When using on offense, try to have Zap or Poison in hand if your opponent has some swarming air troop. Mega Minion don’t do well vs swarms.
All in all, just keep it alive in pushes and you’re golden.
TL;DR- Main air defense, main air support on offense.
Cycle/Support, good on defense too but not by itself (obviously).
Can be used for quick MP/Bandit pushes if you want to deal some damage without Golem
Perfect support spell and chip spell for this deck. Kills air and ground troops.
Can be replaced for Fireball for more immediate damage.
Can be replaced with Log, but you need the air defense, kills Goblin barrels, Goblin gangs, skarmies, etc
Just defend and try to build up a few small pushes without Golem.
Try to not lose a Tower this early on, but in case you do, just remember this is a Golem deck.
These short 30 seconds are key, show them just how strong of a push you can make with Golem, before Double Elixir.
I always go Golem + Bandit and Mega Minion, or Golem + Mega Minion and Poison, just pressure them.
Golem after Golem after Golem, you can cycle through this deck so fast if you do it right by placing a Golem in the back of your side, and cycling through support/defensive cards that by the time the first Golem reaches their side you have another one down.
Show them your full power, spell cycle, create major pushes with 2+ of multiple troops(it’s possible)
And that’s my guide! If you have any questions DM me on discord at Apo#8115. Have fun.
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