Clash Royale: Golem Beatdown Arena Deck 8

Our articles about Clash Royale Clash Royale: Deck Golem Beatdown Arena 8 A card that defines a formidable and successful deck in the ladder, when it is well accompanied.

Public chat Clash Royale, our deck guide, based on the G, will help you get into arenas. This big tank is capable of giving you victory if it is well supported, as the attack generated is powerful. In addition, these are lists that can be played in Tournaments mode, but are more powerful in the ladder, while remaining relatively simple to play. However, all this at a cost: a deck G will remain a deck with a high cost.



To complete, we also advise you to read our list of cards.

Update : May 5

Code to copy-paste the deck on Clash Royale

Composition of the Deck
Clash Royale: Golem Beatdown Arena Deck 8
G
Clash Royale: Golem Beatdown Arena Deck 8
woodcutter
Clash Royale: Golem Beatdown Arena Deck 8
Baby dragon
Clash Royale: Golem Beatdown Arena Deck 8
Mega Gargoyle
Clash Royale: Golem Beatdown Arena Deck 8
witch of the night

Clash Royale: Golem Beatdown Arena Deck 8
Electrocution / Zap

Clash Royale: Golem Beatdown Arena Deck 8
Tornado
Clash Royale: Golem Beatdown Arena Deck 8
elixir extractor
Average cost : 4,3 Difficulty : Medium

Function of cards :

G : The master Card of this deck, with a complicated defense. It's a real tank, which is expensive, but which excels in the art of playing the sponge. In addition, two Golemites appear when he dies and which, like him, do area damage (on the ground and in the air). On this last point, a spell will be interesting to exploit.



woodcutter : It's a trick card, because even if defending is not her forte, she can turn the tide in attack, then make others benefit from her death. In a heavy deck, it's nice to have a card to speed things up, especially in a deck where you can use your rage spell more.

Baby Dragon : Your main card for manage small ground and air units, as can be the Gargoyles, Skeletons et Goblins. As a result, it's a very useful card in defense (especially against our first ones), but also in attack, being able to absorb a few hits. It is also the only card in your deck capable of doing damage in a radius, in all circumstances.

Mega Gargoyle : Good hit points and damage for its cost, which makes the card essential in a majority of decks. She is useful in air defense and overall support, but also to eliminate other units on the ground, when the G does its job.

witch of the night : It offers an interesting ground / air duality, which is very useful in the push phase (which can be more difficult to defend) and in defense, even if it is not its forte. It is nonetheless a card that goes wonderfully with the G.

Electrocution / Zap : The multi-purpose light spell of choice, which can knock down small units, heavily damage them and interrupt larger ones, which is very useful against dependent characters, the Baby dragon and Hell Tower.


Tornado : Although it received a nerf recently, the Tornado is very useful in a deck G, whether to do better area damage than in defense, whether to slow down a push 


elixir extractor : Your deck being heavy, you need a way to speed it up and there is no other choice. Admittedly, you sacrifice a defensive building, but it guarantees you to have more solid pushes in order to have more chances of going to the end. However, we must realize that it is a building that will attract enemy spells.
 


Start / middle game (up to 1min)

Defense not being the strong point of the deck, you have to wait and see what your opponent will do. If he sees that you are placing a building or unit at a high cost (G ou elixir extractor), you can lose the game on this, for lack of defense.
If he doesn't do anything, don't hesitate to wait before he takes an action, especially if your starting hand isn't good: since your deck will fare much better during the double elixir period, you won't Don't have to worry about that, or take unnecessary risks.

Then your goal is to place the elixir extractor, the best being in front of the King's Tower or behind one of your towers. From there, two solutions are available to you: either he attacks it with a spell, or with units or he leaves it. 
In the first case, it is better to keep defending, because it would be difficult to put the Golem down and support it properly. On the other hand, do not hesitate to put it back when you can. If your Baby Dragon se find alone with good PV, do not hesitate to put the woodcutter (unless there is a big risk), this combo can do very good damage if it is poorly defended.


Otherwise, continue to defend and as soon as you have a window, you can place your Golem, even if it means taking a little damage. The ideal time is after a big opponent's push or when your opponent has a significant elixir disadvantage. You should always throw the latter all the way to the bottom, giving you time to land the support units.
Do not sacrifice your defense, because even if he is forced to do so, you are not safe from one or more units that can compromise your chances of victory.

 

Double Elixir and Overtime

The tactic changes little. If we refer to the first case (of theExtractor), you can use the G, this being less risky. Otherwise, you can do more powerful pushes, while having an accelerated rotation, which can potentially become unstoppable. In the end, keep feeding your golems, while not sacrificing your defense and it can end up passing, whether it is 1, 2, or even 3 crowns.

What is the problem / Replacements

As you might expect, the deck does not have a defensive building (but offensive). This can be a disadvantage against units like the Pig Rider, even the Princess or battle ram. Certainly you have the woodcutter, Zap is a good defensive base. However, against a fast deck, you may find it difficult to get your head above water at the start of the game. Otherwise, with what you have, you can hold your own against the vast majority of decks.
In attack (with the G), there are three cards that can cause problems: the Hell Tower, Hell dragon and PEKKA. For the first and the second, the Roquette (with one or more units) is essential. Indeed, if you do not have it, your G will have great difficulty in being useful. For the second case, it will be more difficult to counter it, but its defense will end up cracking at the end of the game, especially if the woodcutter interferes in the debates.

As far as replacements are concerned, two are possible: the witch of the night and Tornado. For this first, you can opt for the dark prince, offering better synergy with the Tornado. There is a more exotic solution with the Mini PEKKA, which can do huge damage, but has weaker synergy.

As for the Tornado, you can weigh down the deck and go either with Poison or Lightning, or even Rocket. Certainly, your deck will be heavier and more difficult to play, but you will still gain in attack and defense.

Clash Royale: Golem Beatdown Arena Deck 8

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