Golem Clone Deck: A 4.0 Elixir Baby Dragon Plan

By Clash World · Deck Building · Oct 13, 2026

AI Overview: This Golem Clone deck averages 4.0 elixir and was written for Arenas 8 to 10. In 2026 the Golem had no change and its best list wins 68.7%, though this exact list has no tracker sample. The sections below price each card again and test it against the 2026 numbers, card by card. All figures come from the October 2026 card data.

Last Updated: October 2026

Key Points:

  • The deck costs 32 elixir, which is 4.0 on average, and the Golem alone costs 8.
  • Golem had no 2026 change, and its best list wins 68.7% over about 1,400 battles.
  • Archers had no base change; their best list wins 70.6% over 695 battles, but the Evolution power shot fell from 168 to 140.
  • Baby Dragon damage rose from 161 to 168 on July 6, and its best base list wins 59.7%.
  • Lightning hits towers for 265, not 286, and The Log for 35, not 41.

The Golem Clone List, Priced Card by Card

Clash Royale GolemClash Royale Clone SpellClash Royale ArchersClash Royale Mega Minion
Clash Royale The LongClash Royale TombstoneClash Royale Baby DragonClash Royale Lightning

The idea is simple. Build a Golem push, add support behind it, and cast Clone when the group is tight, so the Golem’s death damage also doubles.

CardElixirJob in the deck2026 status
Golem8Tank and win conditionBest list 68.7% over about 1,400 battles; no 2026 change
Clone3Doubles the Golem pushNo 2026 change; best list 54.3% over 1,500, Giant Skeleton in seven of the eight printed lists
Archers3Ranged support behind the GolemBest list 70.6% over 695; Evo Power Shot 168 to 140
Mega Minion3Flexible air and ground supportNo printed list above 50% (Hero 47.7%, base 44.7%)
The Log2Cheap spell for swarmsCrown Tower damage 41 to 35 on June 1; best list 65.1% over 3,500
Tombstone3Building that pulls tanks and adds skeletonsBest list 63.8%; Hero lists 53.7% to 64.6%; Hero Tomb Queen buffed in August
Baby Dragon4Splash support and air defenseDamage 161 to 168 on July 6; best base list 59.7%
Lightning6Spell that breaks a defenseCrown Tower damage 286 to 265 on June 1; best 72.1% over 736

The table lists all eight cards, their elixir costs and where each stands after the 2026 patches.

A Golem push takes many elixir to build. The negative effect: Lightning and The Log both hit towers for less, so the spells that clear defenders do a little less work, and a failed push costs a lot of elixir to recover.

What Changed in 2026

The Golem is unchanged. The Baby Dragon hits a little harder, 168 instead of 161. Lightning and The Log hit towers for less. The Archers lost power on their Evolution only.

The Golem’s 68.7% best list is a ranked result for modern decks and does not include this exact list. Treat it as a sign that the card works in the right shell, not as a promise for this one.

The weak spots. The Mega Minion has no printed list above 50%, with the Hero at 47.7% and the base card at 44.7%. The Tombstone’s best list wins 63.8%. The Golem’s best list is 68.7%, and Clone’s best is 54.3%, so the spell is the weakest link.

Card pages: Golem, Clone, Baby Dragon and Archers.

The Mega Minion supports both the ground and air. The negative effect: with no printed list above 50%, the support slot is the likeliest place for a Golem push to fall apart, and a swap for a better-rated card is worth testing.

How to Play It Today

Here’s the thing: the Lightning slot is swappable, so choose a spell that fits your arena. Place the Golem behind the King Tower, add the Archers and Baby Dragon behind it, and clone the push when it crosses the bridge.

Tips. Keep your support behind the Golem so its death damage does not hit it. Use Lightning on the biggest defenders, and the Log on swarms. Do not Clone a half-built push. Wait until the Golem has crossed the bridge with the Archers and Baby Dragon beside it, since a Clone cast too early copies troops that are still walking apart. If the opponent holds a Lightning of their own, spread the support so one bolt cannot hit it all.

Translation: use The Log and the Tombstone on defense to buy time, then spend on the Golem once the opponent is low on elixir. When the Golem dies, the death damage hits again from the Clone, so keep your support out of its blast.

Elixir math: the Golem and Lightning take 14 of the 32 elixir. The other six cost 18, or 3 each. A Golem plus Baby Dragon push is 12 elixir, so wait for a double-elixir window or a clear lead.

Try it yourself: send Golem Clone Deck to the Clash Royale Deck Builder and tweak it to fit your levels. The average cost is 4.0 elixir; as a classic list it carries no 2026 win rate.

A slow, expensive push as the weakness. The negative effect: a Golem deck that spends 12 elixir on one push is easy to counter with a fast deck, and one missed Clone leaves the whole investment to a cheap defense.

Frequently Asked Questions

Is the Golem Clone deck good in 2026?

The Golem’s best list wins 68.7% and the Archers’ best wins 70.6%, but this exact list has no tracker sample, so test the Mega Minion slot first.

How much elixir does the deck average?

4.0 elixir per card on average (32 in total).

Can the Lightning be swapped?

Yes. It is flexible, so pick a spell that fits your arena.

When is Clone cast?

When the Golem and its support are close together, near the bridge.

What is the weak card?

The Mega Minion. No printed list is above 50%.

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.

This Golem Clone Deck is the third and final instalment of my Clone series. Following the success of the Lava Clone and Three Musketeers Clone Decks it made sense to try out another, potentially devastating, use of the clone on the Golem.

Clash Royale GolemClash Royale Clone SpellClash Royale ArchersClash Royale Mega Minion
Clash Royale The LongClash Royale TombstoneClash Royale Baby DragonClash Royale Lightning

Golem Clone Deck

The main emphasis in using this deck is to utilize the heavy splash damage that you get from the Golem when it breaks up on the tower. Even if none of your Golems get a hit off you will still do (at level 4 – (259 + 53 + 53) x 2) 730 damage with the clone purely from death damage. Factor in the hits and any other troop damage and you’re able to do a whole load of extra damage that will often take down a tower.

So why do we choose the Golem to clone? For several reasons really. Firstly, it’s a unit that upon death spawns further units that continue to do damage. Secondly, the death damage is very high and the extra spawned units also have death damage and thirdly that death damage doesn’t just take out towers it takes out surrounding troops such as Minions, Goblins or Skeletons whilst doing decent damage and shoving back bigger troops. This allows the other units you have in support to continually deliver damage, especially if they have also been cloned.

Let’s take a closer look at the deck I’ve been using and the role of each of the units in question:

Cards Breakdown

Golem:

The Golem serves several very important functions in this deck. Ultimately it is the tank, but perhaps unusually it is also the main damage dealer. As discussed above, a combination of death damage and Golemite damage among the usual hit damage from both the original and cloned units actually creates quite a high DPS and is very hard to stop especially given that each time a Golem explodes it takes out and nearby small troops.

This is especially devastating against Minions as you can see in the video above. If I have a good push on, I will often wait until the Golem is pretty much at the enemy tower before cloning to ensure I get both of their death damage off on the tower and surrounding troops.

The other function of the Golem is that is obviously tanks very well so you can place your Archers or air units behind it and pick off incoming troops whilst you tank the damage.

Clone:

The Clone spell is, of course, the other central card in this deck. Whilst Golem decks can be quite strong, they are a bit slow and can be countered easily if the opponent knows what they are doing. But with the clone you’ve suddenly got a completely different scenario as the cloned units are killing both troops and towers making it tougher to combat. In this combination as well, the Zap or Log spell are less effective as the Golemites survive the Golem’s death and the Zap initiates more damage from your cloned troop death damage.

Baby Dragon:

The baby dragon is actually a very strong card in this deck – like a flying Wizard, it essentially helps take care of mass air or ground units whilst providing strong dps behind the Golem. Use this unit to back your Golem and Mega Minion up and try and get it in on the clone as well if you can.

Mega Minion:

Like most decks which currently contain the Mega Minion, it is used primarily as a utility card both in defence and offence. It’s perhaps your strongest defence against Royal Giants and is also strong against barbarians and other anti-Golem units. Try and have it just behind the Golem so it can protect it from the sky and just like the Baby Dragon, if you can clone it as well it will add very valuable DPS.

Archers:

The Archers are your back up troops mostly used in a defensive capacity in this deck. Keep the ready to take down Graveyards and air cards. You want to keep them on hand until you think you really need them so it’s important to cycle through your deck until you have them available especially given the popularity of Minions and Graveyard at the moment. The Archers help counter these cards very effectively.

Log:

The Log is fairly self-explanatory. One of the greatest and most frequent uses of The Log at the moment will be to take down Skeleton armies surround your Golem. Whilst the death damage of the Golem will kill the Skeletons anyway, it’s better to have the Golem stay intact until it reaches the enemy tower so that its death damage isn’t wasted. Use The Log to keep small units off it to ensure this can happen. The other use of The Log will be to re-target enemy units such as the hog or Royal Giant. If they are targeted on your tower, put your tombstone down, use The Log and they will retarget the tombstone.

Read more: How to use The Log

Tombstone:

The tombstone is a brilliant defensive building because of the Skeletons it produces upon death. Whilst it is vulnerable to the enemy Log, it does provide momentary relief against enemy dps and completely invalidates cards such as the hog which will get eaten up by the towers and the Skeletons before it can do much damage to your tower. It’s also useful to have a few Skeletons backing up your Golem as they can help take out troops such as the musketeer by gnawing away at them whilst they are focused on the Golem. An all-round very useful building for defensive play.

More: Ultimate Guide to Tombstone

Lightning:

Lightning is probably the least important card for this deck, it’s useful to have for chip damage on the enemy tower and to take care of sparky, witches and other mid-sized units but this can be swapped for pretty much anything else – I’d suggest fire spirits or potentially the musketeer if you want to change it round.

Thanks for reading/watching and if you enjoyed the video, please subscribe to Chucky’s channel – all support is very much appreciated!

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