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The Golem Beatdown strategy is the most visually intimidating archetype in the entire game, designed to create an unstoppable 'deathball' of troops that simply walks over whatever defenses you try to build.
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Defeating a Golem deck is not about stopping the massive push at your bridge; it is about ensuring that massive push is never fully built in the first place.
+Striking When They Are Weak
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The exact millisecond an opponent places a Golem behind their King Tower, they have spent 8 elixir, leaving them with a maximum of 2 elixir to defend any immediate threats.
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They are forced into a terrible dilemma: they must either let you destroy their opposite tower completely, or they must desperately spend their generating elixir to defend your attack.
+The 'Punish' must be a true threat.If you successfully take their opposite tower during the punish, you can often afford to completely sacrifice your own tower to the Golem to reset the board state.A good player will only drop the Golem when they know your primary punish card is out of rotation.
+Dismantling the Deathball
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The biggest mistake players make is trying to kill the Golem first; the Golem is just a meat shield, the actual damage comes from the Night Witch and Electro Dragon behind it.
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Once the support troops cross the river, you instantly drop a 'mini-tank' (like a Valkyrie or Knight) directly on top of them, completely ignoring the Golem.
+What the Golem DoesHow to Stop ItNight Witch (Spawns infinite bats behind the Golem)Use a perfectly timed Poison spell; it damages the Witch and instantly kills every wave of bats she spawnsLightning Spell (Destroys your Inferno Tower instantly)Use the 'Anti-Lightning' placement; space your defensive building and your anti-air troops so far apart that one Lightning cannot hit both
+Breaking the Behemoth
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Defeating a Golem deck requires absolute discipline and the courage to ignore a massive threat to secure an advantage elsewhere.
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Bring down the giant.
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