Decks:

Untapped Power: A Golem-Pump Deck

  • View Master Deck
  • Siddmaster
  • 6
  • Offensive
  • 3.3
  • Apr 08, 2016 (13 months ago)
2
Spear Goblins
Rarity: Common
Type: Troop
Three unarmored ranged attackers. Who the heck taught these guys to throw spears!?! Who thought that was a good idea?!
Seen in 24% of the last 50 competitive decks.
2
Spear Goblins
3
Bomber
Rarity: Common
Type: Troop
Small, lightly protected skeleton that throws bombs. Deals damage that can wipe out a swarm of enemies.
Seen in 4% of the last 50 competitive decks.
3
Bomber
3
Minions
Rarity: Common
Type: Troop
Three fast, unarmored flying attackers. Roses are red, minions are blue, they can fly, and will crush you!
Seen in 40% of the last 50 competitive decks.
3
Minions
1
Skeletons
Rarity: Common
Type: Troop
Four fast, very weak melee fighters. Swarm your enemies with this pile of bones!
Seen in 44% of the last 50 competitive decks.
1
Skeletons
4
Fireball
Rarity: Rare
Type: Spell
Annnnnd... Fireball. Incinerates a small area, dealing high damage. Reduced damage to Crown Towers.
Seen in 18% of the last 50 competitive decks.
4
Fireball
5
Elixir Collector
Rarity: Rare
Type: Building
You gotta spend Elixir to make Elixir. Boots Elixir production.
Seen in 54% of the last 50 competitive decks.
5
Elixir Collector
?
Mirror
Rarity: Epic
Type: Spell
Mirrors your last card played for +1 Elixir
Seen in 4% of the last 50 competitive decks.
?
Mirror
8
Golem
Rarity: Epic
Type: Troop
Slow but durable, only attacks buildings. When destroyed explosively splits into two Golemites and deals area damage!
Seen in 4% of the last 50 competitive decks.
8
Golem

Deck Audit

Cards that are commonly used to counter multiple cards in this deck:

5
Minion Horde
Rarity: Common
Type: Troop
Six fast, unarmored flying attackers. Three's a crowd, six is a horde!
Seen in 32% of the last 50 competitive decks.
5
Minion Horde
3
Minions
Rarity: Common
Type: Troop
Three fast, unarmored flying attackers. Roses are red, minions are blue, they can fly, and will crush you!
Seen in 40% of the last 50 competitive decks.
3
Minions
2
Goblins
Rarity: Common
Type: Troop
Three fast, unarmored melee attackers. Small, fast, green and mean!
Seen in 50% of the last 50 competitive decks.
2
Goblins
5
Wizard
Rarity: Rare
Type: Troop
The most awesome man to ever set foot in the arena, the Wizard will blow you away with his handsomeness... and/or fireballs.
Seen in 2% of the last 50 competitive decks.
5
Wizard
2
Zap
Rarity: Common
Type: Spell
Lightning zaps enemies, dealing damage inside a small radius. Reduced damage to Crown Towers.
Seen in 62% of the last 50 competitive decks.
2
Zap
4
Baby Dragon
Rarity: Epic
Type: Troop
Flying troop that deals area damage. Baby dragons hatch cute, hungry, and ready for a barbeque.
Seen in 6% of the last 50 competitive decks.
4
Baby Dragon
3
Arrows
Rarity: Common
Type: Spell
Arrows pepper a large area damaging everyone hit. Reduced damage to crown towers.
Seen in 30% of the last 50 competitive decks.
3
Arrows

Guide

Original Post: http://forum.supercell.net/showthread.php/1085603-Untapped-Power-A-Golem-Pump-Arena-6-and-up-Deck

 

Untapped Power: A Golem-Pump Arena 6 and up Deck
So I was asked to do a golem guide, so here it is! I've been using my deck for a while now, and I think I'm confident enough in it to make a guide of the deck as I've not seen many people using this type of strategy, at least with the golem. Whenever people make the elixer factories, they usually use pekkas instead of golems. Here are my cards in elixer order: Skeletons, Spear Goblins, Bombers, Minions, Fireball, Mirror, Elixer Pump, and Golem. Avg. Elixer Cost: 3.8 (seems like a GPA lol)

 

What is the Point of This Strategy?

 

This strategy, despite being a long-term plan to demolish, is very high-risk high-reward. If you don't get the right hand, you have to heavily adapt your strategy and have a higher risk of losing. Your win condition is cycling with cheap troops and using these cheap troops to defend 

your crown tower while building elixer with mirrored pumps until the 60 second mark to deploy a double golem to get a 3 crown. This is a long-term strategy, a big chunk of my opponents destroy the first crown tower really early in the game, but if you let yourself get fazed by this, you WILL lose. You have to continue with the plan to win, as this is a 3 crown strategy. What you do need to watch for, though, is people destroying your pumps. I will talk more about gameplan in matchups, but for now we need to go over the card rundown.

TLDR: A defensive deck with no defenses in the first half and an offensive monster in the end game.

 

 

 

 One elixer, this is your best cycling card in the deck. It also gives you a bigelixer advantage over your opponent in some situations. The two main ones are hog riders and unbacked musketeers. If you deploy a skeleton on a musketeer as it finishes crossing the bridge, the skeletons+tower will kill it for a +3 elixer advantage. Also if backed by a giant fireball+skeletons works ok as well as it damages the giant or whatever's near the musketeer. In the hog rider's case you deploy skeletons and if they don't deploy a freeze the hog will get one or two hits on the tower. In the case they freeze just deploy some spear goblins. Can also help chip a tank while other cards work on it or distract spear goblins, goblins from getting a hit on the tower.

 

 Two elixer, and can be another source of cycling. They are great for helping to kill a tank along with minions or the skeletons. They also help the golem in its push as they can do damage unprotected, especially if you don't have a bomber in hand. You can destroy goblins and get some damage on the tower with a good health trade. They work extremely well against minions, balloons (only if minions are not present) and hogs as well. Against giant skeletons they can do wonders distracting, as this deck has no defenses.

 

 The bomber is also used for cycling, but not as much because of its value, not in elixer, but in both offense and defense. The other 3 elixer card, minions, are for cycling as well as other things which I'll cover soon. On defense, the bomber is a defensive god. Counters every card that could be fireballed, with the drawbacks being killable and can't kill troops early like a spell, and distractable. Musketeer-->Bomber+Tower=One elixer advantage. Etc. Smaller troops that could overrun the skeletons and spear goblins are a piece of cake for the bomber, like goblins+spear goblins+ skeletons, or the most prevalent, barbarians. Yes, a bomber will make quick work of barbarians better than the fireball in over half of the situations the barbs are used in, for a +2 elixer advantage. On a spawner, the bomber takes out a gob/barbs and advances forward, ticking down effectiveness and time. Offensively, the bomber used with golem is the most effective tower killer. The enemy will drop cards to counter the golem like barbs, which are easily taken out by the bomber. If they drop stuff like musketeer+spear goblins, etc. the fireball will have to be used if the bomber is distracted. Makes quick work of a tower even if the only tanks left are golemites. A very valuable card.

 

 These beasts do things a bomber can't; air troops and defenses. Minions+tower can make a +2 elixer advantage for you on killing a minion swarm, which a fireball, while killing them from fullscreen, will give you a +1 advantage. If the opponent places the skeleton tomb, bomb tower or cannon in the middle of their field minions do quick work of them. They can also take teslas down if they are distracted. Same goes with infernos. Also are great at cycling, too. These are also used in the main push to take out baby dragons while distracted by the golem(s). Both minions and spear goblins can do wonders for taking out baby dragons on defense.

 

 The fireball is your average staple. Yes, I tried arrows, but they didn't give the punch I needed for this specific deck. I used to always default to arrows, but now I default to the fireball. They can be used to kill a low tower, or you can play defense to get a lot of fireballs on a tower in overtime to win a game you otherwise wouldn't. Minion hoards give +1 elixer advantage, musketeer goes even, barbs give +1 with tower, witch same +1 with tower. Also able to be used offensively in a push to get troops countering the golem while damaging a tower. Not much to go over here, a staple card in all decks. 

 

 

 The main purpose of this strategy, what the game revolves around, getting your pumps up. An optimal hand is pump mirror skeleton spear goblins so you do the -11 elixer and if your opponent does something stupid like musketeer alone or defense right off the bat (NOT xbow or mortar), you got an elixer advantage. You have to play around them getting a tower, this is a three crown strategy, so don't get phazed while trying to set up and getting a tower destroyed. Gives you a huge advantage in elixer endgame for a push. After the game goes into overtime, though, don't overdo it with the pumps, try to keep the pressure up with a (hopefully) low tower. Not much to say here as it's obvious the purpose of this card.

 

 An 8 elixer beast. Yes, I tried the PEKKA, but it wasn't worth it, too squishy and distractable for trying to have synergy with this deck. Usually you should save this card for the endgame push, but after a minute you can deploy it IF your first tower isn't down. This can lead to a one crown win if you play defensively. The golem DOES have a use in defense, as it can tank up hits while a bomber/minions destroy the rest. Only in overtime, though. The tankyness of the golem means that it can just soak a giant skeleton bomb. It also means your other troops have free reign on the opponent's tower. If there are three golems or more on the field, GOOD GAME! The golem has synergy with every card in this deck, what the deck revolves around after elixer pumps. Elixer pumps and golems combined make the strategy what it is. A funny thing with the golem is putting it in front of a giant skeleton and pushing it back to their tower. It's hilarious, try it!

 

 NOTE: This card theoretically costs 4.7 elixer at any given point of time with this deck: This card doesn't have synergy, it makes it. Because this card can be any card it theoretically has synergy with every card. Early game the mirror has one sole use, mirroring the pumps to gain an elixer advantage late-game. Late game it has some new purposes, for mirroring a pump in times 2 is very inneficient. Firstly and most obvious, mirroring golems. Mirrored golems with pumps to support the elixer gain is stupidly powerful in times two. If you can succeed this, the game shifts in your favor easily. Likely a 3 crown. I had 4 golems and some golemites up once before I three crowned a person once, which is just amazing. Also, if your golem needs support, double bomber can decimate troops. Mirrored fireball, while extremely situational, can be used in 2 times elixer when your golems are established to fireball troops you missed, were late on, or couldn't kill with one (witch barbs and musketeer(s)).

 

Substitutions

 

You could likely substitute the golem with a PEKKA for its crazy DPS, but they are harder to get to a tower and stay there. The fireball can obviously be replaced with arrows. You can take out spear goblins for goblins, or skeletons for goblins. The bomber can be swapped for a musketeer or archers, but you are losing a valuable source of splash.

 

Matchups

 

I believe every guide should have a section regarding matchups. If you give a general idea on your end how to fight all that does is give your opponent knowledge to beat you. You need to know what you can do to them as well as what they can do to you.

 

  The frozen hog strat is very weak against this deck. This is because you have fast cycling troops to kill the hog, even if frozen you can just place more. Their elixer pumps don't bother you because if they place more hogs, you place more small troops. Elixer pumps distract the hogs for an easy no-shot on tower kill, although unless the pump gives a drop of elixer while the hog is killing your tower you're down elixer. The main problem I face is the tesla, my golems just move away from the crown and try to kill a tesla. Minion time! Another problem you can face is the hog taking out your tower after you do the -11 elixer pump. That's ok, though, as I mentioned the golem deck is capable of taking a three crown!

 

Swarms (No Huts): No problemo for the golemo! Survive until double elixer and watch your golem take up hits like no tomorrow. The witch is also no problem for the bomber. Also, a golem, if focused by a skeleton swarm, kills all skeletons when blown up.

 

Swarms (with ): Again, not much of a problem but more of a threat. Instead of waiting for double elixer, this is one of the cases where you deploy the golem one minute in. Afterwards, just defend your main tower (mainly with the bomber). Not much to say about this, play it right and it's an auto-win.

 

and : Heavy defenses plus xbow does not go well for the golem, sadly. If they place an xbow/mortar early on, you have to stop setting up and use your only tank, the golem, or use skeletons+minions to destroy it while making the tower take damage. Setup is not the easiest, and countering it isn't easy either.

 

Heavy Defenses plus  This one is simple but kind of an even matchup. When they place a defense, that wastes elixer for them while you get setup. Also, if you ever face this deck, DON'T ROCKET THE PUMP! It may seem efficient, but unless you're using the rocket anyways just save it. It gives us more time to set up while you recover and the mirror lets you place another one on the other side. Also, place pumps away from the tower they're focusing on so it doesn't get destroyed as easily. On offence the golems get distracted, but after a while your troops close in on the tower=GG. Also they can't destroy your tower easily so use that to your advantage.

 

 Support Decks: Sadly a PEKKA will win over an undersupported golem. The difference between a PEKKA assault and a normal assault is that you have to support your golem more than usual. On defense, though, little troops make quick work of a PEKKA.

 

Individual Trade Situations

These are the elixer trades that you can have against common cards/combinations.

 

 Against goblins alone, they won't get to your tower, they are most likely cycling but you get a +2 elixer advantage.

 

+: Again, they are most likely cycling, but this time they are getting damage on your tower as well. Skeletons give you a +3 but your tower is likely damaged. Your own spear goblins can do most of the work for a +2 advantage but your tower will have a few shots on it and the spear goblins are dead. Now, the bomber is a good way to go, it will give you only a +1 advantage but there are no shots on your tower and your bomber is likely to survive.

 

 Skeletons are a +3 elixer trade on a musketeer near a tower. Spear goblins are +2. A bomber will most likely be killed, resulting in a +1 trade with damage on the tower. Minions give a +1 trade.

 

 Again, they are easy to deal with. A raw hog just needs a skeleton to kill it for +3 with 200 damage on the tower.

 

 Usually this will be more of a lead than a raw hog. Cheap troop like skeletons give damage, baiting the freeze. Then go for another troop. Skeleton+Spear gobs +5 with about 300-400 damage on the tower. Skeleton+Minions +4 with damage on tower.

 

 

Basically a cheaper freeze hog. Apply all above and subtract one elixer from the advantage.

 

 A raw giant skeleton is easy to kill. Minions+Spear goblins AWAY FROM THE TOWER give +1 with troops hopefully running and killing something else or avoiding the bomb and killing the tower.

 

 Not easy to give exact numbers, but go for giant on front with skeletons bombers and spear gobs while attacking the backened loon with minions.

 

 Usually backed in a huge push, fireball plus backened skeletons give +4 or with tower +5. Bomber+skeleton is +5. IF NECESSARY mirrored fireball is even.

 

 The only real counter is minions, which result in an even trade. Fireballs give a -1 trade unless other troops get hit. Fireballs only recommended in a push if the bomber is behind a tower.

 

 One elixer skeletons can give a +2 if the princess doesn't target them. Spear goblins +2 in the same situation.

 

 Fireball plus tower is even. While distracted, spear gobs are +3 with tower damage, minions and the bomber are +2 with tower damage, skeletons are +4 with tower damage.

 

 Minions are +2, and spear goblins are +3.

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    Posted 6 months ago

    DecksCoinTricks

    22/11/16

     

    Posted 8 months ago

    Fezzgig

    08/09/16

    When you go into overtime, should you drop one golem on each bridge or put both against one tower?  Also, are lv 1 golems too weak for this strategy?

     

    thanks 

    Posted 12 months ago

    Clashroyalegems

    20/05/16
    Posted 12 months ago

    tdoy

    01/05/16

    Hey,great detailed deck! I unboxed a Magical Arena 6 chest and got the Golem,Motar, and the Elixir Pump! Gonna try this,wish me luck. Maybe make a video? :D

    Posted 13 months ago

    Siddmaster

    10/04/16

    Thanks for the advice! I'm new to the site and didn't realize I could do that.

    Posted 13 months ago

    Fred1116

    10/04/16

    Insert card pictures please.

    Posted 13 months ago

    Siddmaster

    09/04/16

    Problem fixed, thanks to the fast guys at the site! Would put it down in original comment but don't know how to edit a comment yet to be completely honest.

    Posted 13 months ago

    Siddmaster

    08/04/16

    Well I accidentally posted this deck without signing in. If you click the forum link to it it's me, just to clarify that I made this deck and guide.