Golems are the largest unit in Clash of Clans, not only occupying the
most physical space, but taking up the most housing cost (30 supplies)
and costing more Dark Elixir than any other unit (450 at level 1, 750 at
level 5). Despite the Golem’s high costs, it is a frequently used unit
at the top-levels of play. They are rarely used by TH8 or even TH9
players, but TH10 players use these frequently.
In this guide to the Golem in Clash of Clans, we will cover unit
stats, costs, upgrades, research levels, and strategies for making the
best use of this troop.
Golem Basic Information, Stats, and Levels
Training Time: 45 minutes
Supply Cost: 30
Movement Speed: 12
Targets: Ground
Preferred Target: Defenses
Dark Barracks Required: Level 4
Supply Cost: 30
Movement Speed: 12
Targets: Ground
Preferred Target: Defenses
Dark Barracks Required: Level 4
Level
|
Damage Per Second (DPS)
|
Attack Speed
|
Damage Per Hit
|
Hitpoints
|
---|---|---|---|---|
1 | 38 | 1 attack per 2.4 seconds | 91.2 | 4500 |
2 | 42 | 1 attack per 2.4 seconds | 100.8 | 5000 |
3 | 46 | 1 attack per 2.4 seconds | 110.4 | 5500 |
4 | 50 | 1 attack per 2.4 seconds | 120 | 6000 |
5 | 54 | 1 attack per 2.4 seconds | 129.6 | 6300 |
Level | Training Cost (Dark Elixir) | Upgrade Cost (Dark Elixir) | Laboratory Level | Town Hall Requirement |
1 | 450 | None | None | 8 |
2 | 525 | 60,000 | 6 | 8 |
3 | 600 | 70,000 | 7 | 9 |
4 | 675 | 80,000 | 7 | 9 |
5 | 750 | 90,000 | 8 | 10 |
Level | Golem Explosion Damage | Golemite DPS/Damage Per Hit (DPH) | Golemite Health | Golemite Explosion Damage |
1 | 350 | 7 DPS, 21 DPH | 900 | 70 |
2 | 400 | 8 DPS, 24 DPH | 1000 | 80 |
3 | 450 | 9 DPS, 27 DPH | 1100 | 90 |
4 | 500 | 10 DPS, 30 DPH | 1200 | 100 |
5 | 550 | 11 DPS, 33 DPH | 1260 | 110 |
The Golem is the only true tanking unit in Clash of Clans. Its
damage-dealing capabilities are set extremely low, while its health is
off the charts. It can tank fire from multiple towers for an extended
period of time – far longer than any other unit. Not only does its max
level version have twice the health of a P.E.K.K.A, but when you count
Golemite (discussed below) health, the Golem ends up with 294 health per
housing cost – much higher than any other unit in the game. The Golem
also specifically targets defensive structures, ensuring that it always
has its attention turned towards a tower. Naturally, it is immune to
Spring Traps.
Upon death, the Golem explodes, dealing damage (as indicated by the
table above) and forming into two new miniature Golems known as Golemites.
Golemites have one-fifth the health and explosion damage of the
original Golem. The explosion damage of the Golem is quite significant,
and the health of the Golemites is not so bad either (each one has 1,000
or so health, depending on Golem level).
CoC Golem Strategy
As mentioned, the Golem is the strongest tanking unit in the game due
to its incredible health and defensive structure targeting priority.
However, unlike the Giant or P.E.K.K.A, you cannot simply make a full
army of Golems and hope to do well against an enemy. The problem is the
Golem deals almost no damage, with a damage per second (DPS) not much
higher than a single Archer! As a result, you need to back up the Golem
with ranged DPS troops.
While the Golem is very strong, it is typically not used until TH10
(or late TH9) due to its high Dark Elixir cost. Given the endless Dark
Elixir pits known as the Barbarian King and Archer Queen, it is
difficult for players to justify spending 1,000-1,500 DE on 2-3 Golems
(traditional number used for attacking) when they need that DE to
upgrade their heroes. Some players will use Golems for farming at
TH8-TH9 (discussed below), but I am not a huge fan of this strategy.
Golems in War Battles and Trophy Pushing
Golems are an excellent War unit and high-level trophy farming unit
for cracking hard TH9 and TH10 bases. Typically, a single Golem is all
that is required to attack a position on an enemy base. Given that it is
best to attack from several nearby positions (in order to minimize AoE
tower and trap damage), several Golems are recommended for this purpose.
Typically, Wall Breakers are used to break 2-3 entrances into an
opponent’s base, near a corner. Entrances are created into the
opponent’s base from each side of the corner. One Golem is dropped into
each entrance; these Golems will then start working its way towards
enemy defensive structures.
With the Golems tanking enemy tower fire, drop ranged DPS to back up
the Golems. Wizards are typically the preferred unit for this purpose,
given their relatively low cost (at this level of play anyway) and the
fact that they are the highest DPS unit in the game on a per-housing
cost basis. If you are flush with Dark Elixir, a few Witches can work
miracles over an extended fight on a tough base.
Additional Healing spells and a Rage Spell or two can help crack
deeper into the enemy’s base. The Float spell actually is not a bad
ability if you have Witches, but Rage spells tend to work better for
Wizards given that Wizards under the effect of a Rage spell will crack a
wall in a second or two – practically the same effect as Float.
Additional Wall Breakers can also be sent in, but be sure to time it
appropriately so the Wall Breakers do not get taken out by area of
effect damage.
Deeper in the enemy’s base. Freeze spells are useful if you approach a
single-target Inferno Tower (the Golem’s biggest weakness). Freeze +
Rage can help take down an Inferno Tower quickly. It is also a common
strategy to drop hero units as the Golems approach the center of the
base, as the DPS of a high-level Barbarian King and Archer Queen is
extremely useful in taking out Inferno Towers before they can cause too
much damage.
Of course, before you initiate this attack at all, be sure to try and
lure out Clan Castle and enemy hero units the best you can, taking them
out before sending in your Golems.
Golems in Farming
Golems are typically not used in farming attacks, given their high
Dark Elixir cost. Even a single Golem represents a significant amount of
Dark Elixir. With that said, some high-level TH9 players like using a
single Golem during farming in an approach known as GoWiPe (Golem(s),
Wizards, and P.E.K.K.As). This combination is very effective at coring
deep into an enemy’s base to grab the Dark Elixir storage.
Using the Golems is easy – just drop Golem and a few sets of Wall
Breakers and the Golem will be well on its way to enemy defensive
structures. The key is steering the P.E.K.K.As into the enemy’s base,
rather than letting them wander the perimeter. You will need to drop the
Wizards after the Golem, allowing them to clear perimeter buildings.
After a suitable number of perimeter buildings have been cleared, the
P.E.K.K.As should follow the Golem into battle. The P.E.K.K.As will lend
big DPS as well as start tanking once the original Golem gets taken
out.
However, there is always the option of swapping out the Golems for
Giants. While the Giants are not as effective, you also can now target
bases with 500 less Dark Elixir (which tend to be much easier to break)
and still end up with the same net gain.
Golem Weaknesses
The Golem has two main weaknesses: its low damage and the Inferno Tower (single target mode):
- Golem: The Golem deals almost no damage. The fix for this is easy – just pair the Golem with ranged damage-dealing units. The Golem does not play well with melee DPS units (aside from the P.E.K.K.A), as the main advantage of the Golem is that it soaks up area of effect attacks from the Mortar and Wizard Tower. Stacking Barbarians on the Golem is pointless for this reason – use Wizards instead.
- Inferno Tower: Inferno Towers set to single target mode are the only towers that can quickly take out the Golem. Use Freeze and/or Rage Spells to take out single-target Inferno Towers quickly.
Golems and Spells
The Golem itself does not benefit significantly from the Healing
spell or Rage spell, given that it has too much health to restore
through a Healing spell and too little damage to benefit from the Rage
spell. The Rage spell is useful however as it improves the Golem’s
movement speed, and boosts the support units backing up the Golem.
The Float spell is also an interesting skill for the Golem, as it can
help you jump deeper into an enemy’s base. This is useful if your Golem
and Wizards start going in opposite directions – a Float spell can help
change their pathings to the same direction.
Golems as a Clan Castle Unit
The Golem is only available in the Clan Castle for TH9+ players,
given its 30 supply cost. With that said, the Golem is arguably the best
unit to keep in the Clan Castle, at least for very high level players.
The three advantages of using the Golem in the Clan Castle are its
high health, slow movement speed, and explosion damage. The Golem is so
good in the Clan Castle because it delays the enemy’s attack for a
significant amount of time.
Even if the enemy lures out the Golem, it takes forever for the Golem
to get to the edge of the base so that the enemy can attack it. Between
luring out the Golem, letting the Golem walk its slow self to the
outside of the base, then destroying the Golem, it burns about 45
seconds off of the attack timer (not counting enemy unit losses). It
would take 30 Archers about 12 seconds to destroy the Golem and its
Golemites, not to mention the number of Archers that would get taken out
by the Golem and Golemites’ attack and explosion damage.
If the enemy does not lure out the Golem, it will be an unmitigated
disaster for the opponent. Their offensive units will focus on the Golem
(for quite some time) while taking damage from your towers. Not luring
out the Golem guarantees that a 100% clear (and perhaps even a 1 star
clear) is in the enemy’s future.
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