AI Overview: This Golem Bandit deck averages 3.6 elixir, which is as cheap as many Hog decks and far below most Golem lists. Golem’s best list wins 68.7% with no change in 2026, and Bandit’s best wins 72.1%. Poison and Zap lost tower damage, so the old plan of spell cycling a tower down runs slower than before.
Last Updated: October 2026
Key Points:
- The deck costs 29 elixir, which is 3.6 on average, and most Golem decks average over 3.8.
- Golem had no 2026 change, and his best list wins 68.7% over about 1,400 battles.
- Bandit had no 2026 change, and her best list wins 72.1% over about 1,100 battles.
- Inferno Dragon’s Evolution charge time fell from 9 to 7 seconds on June 1, and its best Evolution list wins 72.3%.
- Poison lost Crown Tower damage on June 1 (184 to 168), and Zap lost it too (58 to 48).
The Golem Bandit List, Priced Card by Card
Here’s the thing: that he hated expensive decks, so he built a Golem list at 3.6 elixir, 0.2 to 1.4 below other common Golem decks. His pros: more pushes, more than one win condition, two tank killers, and spell cycling when in doubt.
| Card | Elixir | Job in the deck | 2026 status |
| Golem | 8 | Main win condition and tank | Best list 68.7% over about 1,400 battles; no 2026 change |
| Bandit | 3 | Unconventional second win condition | No 2026 change; best list 72.1% over about 1,100 |
| Inferno Dragon | 4 | Tank killer, air defense | Evo charge time 9 to 7 seconds on June 1; best Evo list 72.3% over 792 |
| Mini P.E.K.K.A | 4 | Ground defense and tank killer | No 2026 change; best list 60.6% over 1,100, only one of six above 50% |
| Ice Spirit | 1 | Cheap freeze and cycle | Hitpoints 230 to 215 on August 4; every printed list 56.7% or more |
| Poison | 4 | Spell cycle and swarm control | Crown Tower damage 184 to 168 on June 1; best list 68.6% over about 3,800 |
| Zap | 2 | Cheap reset spell | Crown Tower damage 58 to 48 on June 1; Evo Zap 77.0% over about 1,000 |
| Mega Minion | 3 | Support and air defense | No printed list above 50% (Hero 47.7%, base 44.7%) |
The table prices the cards and shows what October 2026 says about each.
A cheap Golem deck wins by pushing more often. The negative effect: counter pushes can catch the deck off guard, and with weaker Zap and Poison on towers, a thin air defense is easier for an opponent to punish.
What Changed in 2026
The Golem and Bandit had no 2026 patch, so the top of the list is steady. The Inferno Dragon’s Evolution charges faster, and Mini P.E.K.K.A has a best list of 60.6% with no change. The Mega Minion has no printed list above 50%, so it is the first card to swap.
Claims, rechecked. The Mini P.E.K.K.A does 598 damage at tournament standard. That is a number from the old game and cannot be rechecked on this site. What the 2026 data does show is that the card had no change this year and still has a best list of 60.6%.
The spells got softer. Poison hits towers for 168 and Zap for 48. If your Zap is underleveled you need Log, which lowers air defense. Ice Spirit lists all win 56.7% or more, so the cheap cycle holds up.
Card pages: Golem, Bandit and Inferno Dragon.
A lot of people will hate you for using this deck. The negative effect: a Golem deck that cycles fast is easy to read once players know it, and a prepared opponent can wait for the Golem and punish the other lane.
How to Play It Today
Here’s the thing: Golem can be played at 3.6 elixir as long as the opponent has wasted 6 or more elixir defending or pushing. That removes the risk of an immediate counter rush. Aim for one or two medium to large pushes in the game.
Tips. Do not waste or just throw down troops, since counter pushes can catch you off guard. The Bandit is an unconventional second win condition, and the Inferno Dragon is a second tank killer. When you have the elixir, spell cycle the opponent to death.
Translation: put only one or two troops behind the Golem at first, one ground and one air, so you can still defend a counter-push. Use the Mini P.E.K.K.A as your ground defense, and use it on offense only for a 3 crown or a desperate 1 or 2 crown. When in doubt, spell cycle.
Elixir math: the Golem takes 8 of the 29 elixir. The other seven cost 21, exactly 3.0 each on average, which is why the deck can push so often.
Try it yourself: the Clash Royale Deck Builder can open Golem Bandit Deck with all eight cards placed. Its average cost is 3.6 elixir. Treat it as a classic list, since the tracker holds no win rate for it.
The negative effect: with both spells weaker on towers, the Mega Minion and Inferno Dragon carry the air defense, and a Balloon or Lava Hound push can overwhelm them.
Frequently Asked Questions
Is Golem Bandit good in 2026?
Golem’s best list wins 68.7% and Bandit’s wins 72.1%, but this exact list has no tracker sample, so read it as direction and test the Mega Minion slot first.
What is the average cost of the eight cards?
It averages 3.6 elixir, from 29 elixir spread over eight cards.
Why is the deck cheaper than other Golem lists?
When should the Golem be played?
When the opponent has wasted 6 or more elixir.
What is the deck weak to?
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.
Wassup guys, Dark Prince (or Dank Prince/Apo the admin on discord) here with my very first guide!
This deck is disgusting but in an amazing way(does that make sense?). This deck is only 3.6 elixir, making it as cheap as some hog decks, and 0.2-1.4 elixir less than other common golem decks.
Real quick, before we go into more details, lemme explain the reason I made this deck, it’s actually quite simple, I hate expensive decks.
Golem is one of my favorite cards in the game, but with it being so expensive, and most of its decks being over 3.8 I couldn’t use it well, but now I can.
| Deck | Cards | Avg elixir | Needs |
| Deck in this guide | 3.6 | Arena 13 (Bandit) |
Pros:
- The deck is very cheap for it’s play style, this means more pushes, and bigger pushes
- It has more than one possible (although unconventional) win condition.
- You have more than one tank killer, Mini P.E.K.K.A/Inferno Dragon
- When in doubt spell cycle them to death!(should’ve made that rhyme…)
Cons:
- There aren’t many of these, but here are the few I know of
- If your zap is under-leveled, you need log, decreasing air defense
- Counter pushes can catch you off guard easily, don’t waste or just “throw down” troops
- Low air splash without poison/zap
- A lot of people will hate you if you use this deck
3.6 Golem Beatdown Deck
This is your main win con, also the most expensive card you have coming in at 8 elixir.
Little quote/excerpt from Trainer Lay / Radius’s Golem guide: “Pros often tell you things such as “don’t play Golem until Double Elixir,” and this can be true, with other Golem decks, but this isn’t just any other Golem deck.
At 3.6 elixir Golem is perfectly viable to play as long as they’ve wasted 6 or more elixir defending or pushing. This eliminates the risk of an immediate counter rush with a card you can’t counter.
You want to try and get 1-2 medium to large pushes throughout the game. The goal of your golem pushes is to only put 1-2 of your troops behind the golem at first, 1 ground and 1 air, that way ICE(in case of emergency) you can always defend a counter push.
TL;DR – Same as all Golem decks, your win con, everything goes behind this card.
Mini P.E.K.K.A: This is by far one of my most favorite cards in the game.
Coming in at 4 elixir and at tourney standard doing 598 dmg, it is a natural tank killer(plus it says “pancakes” when deployed).
This is your ground defense, only use offensively if going for the 3 crown, or a desperate 1-2 crown.
Counters Hogs, Musketeers, Ebarbs, Royal Giants, Giants, basically everything.
Only downside to this card, and this goes for the rest of the cards except spells, it can’t deal with swarms. It needs a spells help. TL;DR- Main ground defense, not normally used in big pushes unless it’s a counter push
Inferno Dragon:
*heavenly music plays*
This is the key to your success. Without Inferno Dragon you’d have no chance of quickly taking out tanks, and no chance vs air tanks.
Never start with this card.
I don’t care if you must leak Elixir, if this is the only playable card you have then wait! You need this card in your hand as often as possible.
Now, when using this card, whether it’s defending or attacking, pair Mega Minion or Mini P.E.K.K.A with it to help defend vs Ewiz that maybe supporting the opponents push.
TL:DR- MP is important, but Inferno Dragon is more than important, never use him alone, never use him first.
She’s your main offensive support. Coming in at whopping 3 Elixir and dealing 160 dmg(320 dash dmg), with 780 HP at lvl 1 or tourney standard, Bandit is perfect for placing behind a Golem and destroying towers with ease.
She’s not only your best offensive support, she’s also a major defensive card in this deck. Her dash, and just general 160 DPS is perfect for killing small to medium HP cards.
TL;DR- Used mainly for offense, but perfect for defending small troops
Your main air defense, sure Inferno Dragon kills tanks, but Mega Minion kills everything else in the air (and ground but you know what I mean).
When using on offense, try to have Zap or Poison in hand if your opponent has some swarming air troop. Mega Minion don’t do well vs swarms.
All in all, just keep it alive in pushes and you’re golden.
TL;DR- Main air defense, main air support on offense.
Cycle/Support, good on defense too but not by itself (obviously).
Can be used for quick MP/Bandit pushes if you want to deal some damage without Golem
Chip damageeeeee!
Perfect support spell and chip spell for this deck. Kills air and ground troops.
Can be replaced for Fireball for more immediate damage.
Can be replaced with Log, but you need the air defense, kills Goblin barrels, Goblin gangs, skarmies, etc
General Gameplan:
3:00-1:30
Just defend and try to build up a few small pushes without Golem.
Try to not lose a Tower this early on, but in case you do, just remember this is a Golem deck.
1:30-1:00
These short 30 seconds are key, show them just how strong of a push you can make with Golem, before Double Elixir.
I always go Golem + Bandit and Mega Minion, or Golem + Mega Minion and Poison, just pressure them.
1:00-End
Golem after Golem after Golem, you can cycle through this deck so fast if you do it right by placing a Golem in the back of your side, and cycling through support/defensive cards that by the time the first Golem reaches their side you have another one down.
Show them your full power, spell cycle, create major pushes with 2+ of multiple troops(it’s possible)
Matchups
With so many options to kill the Giant and anything else that comes with it, very rarely have I had trouble against it.
The only thing that keeps this from being 100% is Giant Loon decks, which are a problem and lead us into our next matchup.
It all depends on their skill with Balloon, vs your skill with this deck. And even then it can be tough.
You have 1 major Balloon killer, Mega Minion, as Inferno Dragon will mostly be used on any tanks in front of it.
So unless you kill the Balloon quickly it will cause a problem. Always go for 3 crowns vs Balloon decks.
I know what you’re thinking, “but you don’t have Log” and as I mentioned in further up in the guide, you can add Log, but with a zap level 11+(above a10) you should be fine versus spell-bait.
With so many running the nado version instead of Inferno Tower, they have very little to do versus Golem except Rocket support, but if they can’t damage with Goblin Barrel, and can’t Rocket, you normally win.
This deck just has so many counters. There is rarely ever a time that a hog deck beats it.
Don’t let them lock-on and they have nothing.
Just keep pressuring them with Golem. They’ll have nothing for it and GGWP, you win.
You have too many counters for the Royal Giant itself, and any logical support cards that come with it, such as Elite Barbarians.
Defending and counter-pushing is key to victory.
It would be higher, but alas P.E.K.K.A is P.E.K.K.A, she’s the MVP tank killer, your best options to beating P.E.K.K.A is surprise pushes after throwing Golem down on another lane (remember this deck has some mini tanks), or keeping Inferno Dragon alive and behind Golem 24/7
It’s normally accompanied with Hogs or Goblin Barrels, so easy matchups.
It can’t kill your Golem quickly and they rarely carry another response.
Graveyard: 80% win rate
You can easily just poison their Graveyard if needed, but usually you have cards in hand able to take it, and it’s support on with ease.
Off meta Graveyard decks with any major tank killers can cause trouble though, so beware.
Tips:
- Play the way it works for you. This guide says multiple times that you can play it just like a Golem beatdown/Cycle deck, but find your comfort zone. Play how suits you.
- Don’t give up, this is a Golem deck, you can be down 2 towers and still comeback, never give up.
- Don’t be scared to start a push first, HELLLOOOOO 3.6 elixir deck.
- Letting a push die is an option, if you see it’s dead, don’t send in that 4 elixir Mini Pekka, or heaven forbid Inferno Dragon to try and kill something that’s already basically killed you. Set up to defend, or start a new push.
- Trading cards in the deck for something else is fine. Just keep inferno dragon. It’s almost necessary(if you don’t have it then Mega Minion and Minions)
And that’s my guide! If you have any questions DM me on discord at Apo#8115. Have fun.
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













