Elixir Golem Night Witch Deck: A 3.6 Elixir Healer Plan

By Excalibur · Deck Building · Oct 16, 2026

AI Overview: This Elixir Golem Night Witch deck averages 3.6 elixir and plays as beatdown. The Elixir Golem splits into small bodies, the Night Witch adds bats, and the Battle Healer keeps the push alive. Elixir Golem’s best list wins 63.4% over 951 battles, though this exact build has no tracker sample. Every price, rarity and 2026 change is rechecked below, so you can trust each number and skip the guesswork.

Last Updated: October 2026

Key Points:

  • The eight cards cost 29 elixir, which is 3.6 on average, and the Electro Dragon at 5 is the heaviest card.
  • Elixir Golem had no 2026 change, and his best list wins 63.4% over 951 battles.
  • The Battle Healer was reworked on August 4: damage rose from 148 to 268, and she no longer heals herself.
  • The Electro Dragon’s eight base-card lists won only 39.8% to 48.5%, so he is the soft spot.
  • Poison hits a Crown Tower for 168, down from 184, and the Baby Dragon now deals 168.

The Elixir Golem Night Witch List, Priced Card by Card

Clash Royale Elixir GolemClash Royale FirecrackerClash Royale Night WitchClash Royale Baby Dragon
Clash Royale Electro DragonClash Royale Battle HealerClash Royale PoisonClash Royale The Log

The big idea. Play a cheap tank, stack heals and splash behind it, and let the opponent’s own defense hand you free elixir.

Matchups. Against Prince and Hog decks, The Log and Poison hold. Against air, the Baby Dragon and Electro Dragon answer. Against fast cycles, do not start the push early. The rule: tank last, support first.

CardElixirJob in the deck2026 status
Elixir Golem3Cheap tank that splitsNo 2026 change; best list 63.4% over 951, three printed lists above 60% (all with Evo Skeleton Army, Skeleton King and Night Witch)
Firecracker3Long-range chip and swarm hitNo 2026 change; base-card lists 41.6% to 48.0%, Evolution lists 54.8% to 61.2%
Night Witch4Support that spawns batsBest list 68.7% over about 1,400; no 2026 change
Baby Dragon4Splash on the ground and in the airDamage 161 to 168 on July 6; best base list 59.7%
Electro Dragon5Heavy air damage and stunHitpoints 998 to 1,049 on June 1; the eight base-card lists won 39.8% to 48.5%
Battle Healer4Heals the whole pushRework on August 4: damage 148 to 268, hit speed 1.5 to 2 seconds, no self healing; best list 55.4% over 316, two of seven above 50%
Poison4Clears swarms and chips towersCrown Tower damage 184 to 168 on June 1; best list 68.6% over about 3,800
The Log2Cheap spell for small troopsCrown Tower damage 41 to 35 on June 1; best list 65.1% over 3,500

The table shows each card’s price, role and 2026 note.

Zoom out. The deck leans on two reworked or soft cards. If the Battle Healer loses damage again, or the Electro Dragon slips further, the push gets thinner, and the Elixir Golem has to carry more of it.

What Changed in 2026

The short version. The Elixir Golem and Night Witch did not change. The Baby Dragon hits for 168, not 161. The Electro Dragon has 1,049 hitpoints, not 998. Poison hits a tower for 168, not 184. The Log hits for 35, not 41.

Last word. Keep the cheap cards cycling. The deck wins by trading small and pushing big.

Short on time? Read the table, place the tank last, and keep Poison in hand. That covers most of the deck.

Final word. The Night Witch carries this list. Level her first and the rest follows.

Plain talk. This is a simple stacked push. It works when you play it slowly.

One more way to see it. The Elixir Golem is a cheap pawn. The Night Witch and Battle Healer are the bishops. You win by trading pawns until the bishops reach the board.

In plain English. The tank and the witch stayed put. Spells and the big dragon got a little weaker, and the healer got a lot stronger. The plan is still a slow, stacked push.

Claims, rechecked. The write-up calls Electro Valley a great arena and says the Elixir Golem screams negative elixir trade. The arena label is an old unlock note, and the trade claim depends on how well you split him. The data backs the Night Witch more than it backs the Golem. Treat every figure as a starting point, not a rule.

The fine print. The Night Witch’s best list wins 68.7% over about 1,400 battles, so she is the engine. The Elixir Golem’s best list wins 63.4%, and three printed lists top 60%. The Battle Healer’s best wins 55.4% over 316, and only two of seven lists beat 50%.

Card pages: Elixir Golem, Night Witch, Battle Healer, Electro Dragon and Firecracker.

Zoom in. The original calls this a very hard deck to play against. That holds for the tank, since the Elixir Golem is cheap to place. It does not hold for the Electro Dragon, whose base lists sit below 50%.

How to Play It Today

Place the tank last. The original counts the Elixir Golem as a seven elixir commitment once the opponent’s gain is added. So drop it only when you hold the lead, and keep Poison ready.

Another habit. Play the Firecracker from the back, and let the front line soak the hits.

Small habit. Look at their hand cycle after every trade. It tells you when the Golem is safe to place.

Extra tip. If the Electro Dragon sits in your hand too long, swap him for a cheaper air answer. Your cycle will thank you.

Last tip. Count their elixir before you place the tank. A small lead is enough to start the push.

Quick recap. Golem, witch, healer, dragon. Tank last, heal first.

Reality check. Splitting a tank is only a plus if the opponent cannot punish both halves. Watch their Log and Zap before you commit.

Bottom line. Pick this list if you like patient pushes and own the Night Witch. Place the tank last, stack the support, and keep Poison ready.

Worth knowing. The original page lists seven other Arena 11 decks. This one is the first, the Elixir Golem list with the Night Witch and Battle Healer.

Upgrade order. Level the Night Witch, Elixir Golem and Poison first. The Baby Dragon and Battle Healer come next. The Firecracker, Electro Dragon and Log can wait.

Tips. Use the Baby Dragon behind the Golem to clear swarms. Keep the Firecracker back, and save The Log for a Prince or a Barrel. Open the linked card pages before you queue, since one balance patch can flip a trade.

Stack the support. Put the Night Witch behind the Golem, then add the Battle Healer. Hold the Electro Dragon until the front line is already walking.

Elixir math. The Electro Dragon and Night Witch cost 9 of the 29 elixir. The other six cost 20, or 3.3 each. So the deck cycles fast enough to bring its heavy cards back.

Try it yourself: load Elixir Golem Night Witch Deck into the Clash Royale Deck Builder and test it with your own card levels. It averages 3.6 elixir. No tracker has sampled this exact build, so there is no 2026 win rate to quote.

Zoom out again. Splitting tanks need room to work. If more players learn to split the Golem with a Log or a small spell, the cheap tank loses part of its value.

Frequently Asked Questions

Is an Elixir Golem Night Witch deck good in 2026?

Elixir Golem’s best list wins 63.4% and the Night Witch’s best wins 68.7%, but this exact list has no tracker sample, so test the Firecracker slot first.

What is the average elixir cost?

29 elixir across eight cards, or 3.6 on average.

Why use the Battle Healer?

She heals the troops around her, and her August 4 rework raised her damage to 268.

Does an Inferno Tower stop the Elixir Golem?

No. The original notes the tower does not counter him, which is why this list can carry The Log.

Is the Electro Dragon worth it?

He is the weakest card here, since his base lists won 39.8% to 48.5%. Swap him first.

Original Guide, Kept in Full

The text below is the original page, kept in full. It was written between 2016 and 2024, so some details are out of date. The tips and numbers above use 2026 sources.

Clash Royale Elixir GolemClash Royale FirecrackerClash Royale Night WitchClash Royale Baby Dragon
Clash Royale Electro DragonClash Royale Battle HealerClash Royale PoisonClash Royale The Log

clash royale arena 11 decks

It is now time to shock you with my collection of Best Arena 11 decks: Electro Valley!

best arena 11 decks in clash royale

This is a great Arena – both graphic and gameplay-wise. It looks cool with all the Tesla coils and the batteries. The card unlocks are significant – Tesla, Elixir Golem, Electro Wizard, Sparky, and the Electro Dragon. Almost every card unlocked has very unique mechanics – the Tesla hides, the E-Wiz has a spawn zap, the Elixir Golem screams negative elixir trade and the Sparky unloads a shit ton of damage.

Let’s get into it right away.

Clash Royale Arena 11 Decks

You now have access to almost all of the Meta decks for Arena 11. Using Meta decks makes it easier to progress because they have great synergy, they use cards that are strong and they’re fairly skill-based. Choose one of the win-conditions from below and I’ll give you one deck for each.

Cheaper win conditions include:

elixir golemClash Royale Goblin BarrelClash Royale Hog RiderClash Royale GiantClash Royale Balloon

Heavier win-conditions:

Clash Royale Royal GiantClash Royale Royal HogsClash Royale X-Bow

Best Electro Valley – Arena 11 Decks

E-Golem BH Night Witch Beatdown

elixir golemfirecrackerClash Royale Night WitchClash Royale Baby Dragon
Clash Royale Electro Dragonbattle healerClash Royale PoisonClash Royale The Log

A very difficult deck to play against, and also quite tricky to play with. The key is knowing when to put down the Elixir Golem and when not to. Because the Elixir Golem is essentially a 7 elixir commitment (counting the +4 for the opponent), you’ll need to be prepared for a large push, while also supporting your E-Golem. Tricky, yes. Impossible? No.

Support your E-Golem with the Night Witch + Battle Healer and keep Poison ready.

One really great thing about this deck is that the Inferno Tower does not counter the Elixir Golem – which leaves you free to carry The Log as a Prince stopper and Barrel crusher.\

GobBarrel Heavy Bait

Clash Royale Goblin BarrelClash Royale Goblin GangClash Royale PrincessClash Royale Miner
Clash Royale Mini P.E.K.K.AClash Royale Inferno Towerroyal deliveryClash Royale Baby Dragon

An unusual deck that requires the Barrel to have a tank with it. There are three ‘bait’ cards here, but only two of them are to be used for actual baiting – Goblin Barrel should not be fired anywhere except the Tower. Use the Miner as a mini tank, or as a quick finisher. Mini PEKKA + Inferno is more than enough for defense.

Royal Delivery is used to counter support troops hiding behind big tanks while Baby Dragon is anti swarm.

Hog-Freeze Antiswarm

Clash Royale Hog RiderClash Royale PoisonClash Royale Baby DragonClash Royale Freeze
Clash Royale GuardsClash Royale ValkyrieClash Royale HunterClash Royale Bomb Tower

A great deck that relies on the power of the Freeze spell! Your basic push must be Hog-Poison. Don’t show the Freeze spell until you’ve got a decent push going along. Freeze adds a level of surprise to your attack. Hunter + Baby Dragon/Guards is pretty okay to defend. For Minions and Horde, you’ve got the Poison, Hunter, Baby Dragon and Freeze.

Don’t hesitate to use Freeze on defense, but only if you absolutely need to.

Giant Sparks

Clash Royale GiantClash Royale Flying ZappiesClash Royale TeslaClash Royale Sparky
Clash Royale BanditClash Royale WizardClash Royale PoisonClash Royale Zap

A cool and fun deck to play with. I’d recommend not to go with the Sparky at the back, as she provides spell value. Instead, place her in front of the King Tower. For quick damage, use Bandit. Tesla is your line of defense against Golem/Hog/E-Golem.

It’s actually better to use the Tesla and Wizard against E-Golem because of its split mechanic. In the best case scenario, Sparky needs a total of 12 seconds/3 shots to kill the E-Golem.

Your pushes should start with Giant and split Zappies at the back. Support the weaker side with Bandit, and the Giant with Poison.

Air Raid Bowl

Clash Royale BalloonClash Royale BowlerClash Royale Flying MachineClash Royale Mega Minion
Clash Royale CannonClash Royale LumberjackClash Royale ArrowsClash Royale Ice Golem

Heavily offensive deck. You’ve got only the Cannon and the Flying Machine for defense, everything else is to hit the Towers or tank for the Balloon. Your greatest weakness is PEKKA and Mega Knight decks in Arena 11, because only Flying Machine and Cannon provide that high DPS. Both of them are incredibly vulnerable to Fireball.

Bowler is simply not a reliable counter for PEKKA/Mega Knight. You’ll be using him to push Valkyrie/Hog/Battle Ram/Night Witch/Wizard off course, and maybe retarget them away from the Balloon.

Save your Arrows for the Minion Horde and Goblin Barrel, you can counter Bait pushes with Cannon-Lumberjack.

Royal Furnace Guards

Clash Royale Royal GiantClash Royale FurnaceClash Royale Electro WizardClash Royale Lightning
Clash Royale Mega MinionClash Royale Mini P.E.K.K.AClash Royale Baby DragonClash Royale Guards

This deck is actually tough to play against. It’s got an absolutely scorching offense combined with a solid defense. Royal Giant shouldn’t be sent in alone, as you don’t have a small spell. Mega Minion, Mini Pekka and Guards are more than sufficient to counter pushes.

Use the Baby Dragon for swarm clearance and Furnace for bite-sized support. Furnace is also a great ‘threat’ card, because it deals over 1000 damage if ignored. Combine Lightning and RG for tower-taking pushes.

It gets easier to play after you’ve got one tower, because an RG placed in the pocket deals guaranteed damage on the tower (quick lock on, good range, high health).

GobGiant SparkNado

Clash Royale Royal HogsClash Royale SparkyClash Royale ZapClash Royale Goblin Gang
Clash Royale Flying ZappiesClash Royale HunterClash Royale ValkyrieClash Royale Tornado

Deck with high synergy. Zap + Goblin Giant is a Inferno-resistant swarm-clearing push. Sparky and Hunter as tank killers, with Tornado for that sweet area splash. Split Zappies can support the GobGiant very well, with a Valkyrie + Goblin Gang on the weaker side.

Use Goblin Gang as anti-Minions and cheap swarm. PEKKA and Mega Knight decks will be weak here, because of the Hunter, Sparky and Goblin Gang. Just make sure not to have all three of them on the map at once – try and keep one in your hand.

In a pinch, Valkyrie also works well against Mega Knight + support.

X-Bow SkellyBarrel Rocket

Clash Royale X-BowClash Royale RocketClash Royale Skeleton BalloonClash Royale Goblin Gang
Clash Royale Mini P.E.K.K.AClash Royale PrincessClash Royale Ice GolemClash Royale Mega Minion

This is more of a “by-hook-or-crook” deck. It relies on your opponent being so infuriated that he fails to defend 🙂

Use the Goblin Gang and the Princess to bait out the Log. Don’t put down the X-Bow and Skeleton Barrel together, both of them play a pseudo-win-condition role here. You’ll want to put the Barrel right after baiting the Log. If they counter with Valkyrie/Dark Prince/Mega Knight, defend with Mini Pekka and Ice Golem. Then go to town with X-Bow.

Rocket is for last-ditch defending and tower finishing. Don’t cycle it too much or your opponent might throw his device away and go on a pilgrimage.

So that’s it guys, these are the 8 best Arena 11 decks: Electro Valley! Keep playing and keep getting better.

Cheers, Excalibur.

Sources

Researched from the following (no links, listed for transparency):

  • CryptoAIMeta card guides for these cards, built from RoyaleTracker October 2026 samples and SeeMeta 2026 balance changes
  • SeeMeta, Clash Royale balance changes 2026 (page updated October 2026), read through search summaries
  • Supercell official Clash Royale API, card list (elixir cost, rarity, unlock arena)
  • The original clash.world page (2016 to 2024), kept in full below