AI Overview: This Golem Double Witch deck averages 4.6 elixir and runs both the Witch and the Night Witch behind a Golem. A hard counter exists and the deck must profit from mistakes. In 2026 the Golem had no change and its best list wins 68.7%, though this exact list has no tracker sample. A card-by-card breakdown comes next.
Last Updated: October 2026
Key Points:
- The deck costs 37 elixir, which is 4.6 on average, the heaviest in this batch.
- Golem had no 2026 change, and its best list wins 68.7% over about 1,400 battles.
- Night Witch had no 2026 change, and her best list wins 68.7% over about 1,400 battles.
- The Witch’s Evolution was reworked on August 4: healing per Skeleton rose from 53 to 153, but only from her first wave.
- Only six tracked decks run the Elixir Collector, and the October patch touched it.
The Golem Double Witch List, Priced Card by Card
The idea is simple. Pump up early, build a Golem push in layers, and put the Witch and Night Witch behind the tank.
| Card | Elixir | Job in the deck | 2026 status |
| Golem | 8 | Tank and win condition | Best list 68.7% over about 1,400 battles; no 2026 change |
| Witch | 5 | Splash support that clears swarms | Evolution reworked on August 4 (healing per Skeleton 53 to 153, only from her first wave); no base-card win rate checked |
| Night Witch | 4 | Tank support that spawns Bats | Best list 68.7% over about 1,400; no 2026 change |
| Inferno Dragon | 4 | Tank killer and air defense | Evo charge time 9 to 7 seconds on June 1; best Evo list 72.3% over 792 |
| Goblins | 2 | Cheap defense and cycle | Rework on August 4; best list 59.9% over 504 |
| Elixir Collector | 6 | Elixir engine for the big push | Only six tracked decks run it; touched in the October patch |
| Lightning | 6 | Spell that breaks a defense | Crown Tower damage 286 to 265 on June 1; best 72.1% over 736 |
| The Log | 2 | Cheap spell for swarms | Crown Tower damage 41 to 35 on June 1; best list 65.1% over 3,500 |
Costs come from the official card list; the right column shows what changed in 2026.
A deck with a 6-elixir Collector and an 8-elixir Golem asks a lot of its player. The negative effect: the Collector is rarely played now, with only six tracked decks, so the engine that makes this deck work is the card the ladder has moved away from.
What Changed in 2026
The Golem, Night Witch and Inferno Dragon are as they were before. The Witch’s Evolution now heals more per Skeleton, but only from her first wave. The Elixir Collector was touched in October. Lightning hits towers for 265 instead of 286.
Claims, rechecked. Many players call the Golem the tankiest troop in the game. The Golem’s hitpoints were not changed in 2026, so the line still holds. The claim that the Night Witch is an ideal defense against tanks is an old opinion and was not rechecked.
The weak spots. The Elixir Collector is almost gone from the ladder, with six tracked decks. Lightning’s best list wins 72.1% but its tower damage is lower. The Goblins were reworked on August 4, and their best list wins 59.9%. The Inferno Dragon’s best Evolution list wins 72.3%.
Card pages: Golem, Night Witch, Inferno Dragon and Elixir Collector.
A hard counter exists for this deck. The negative effect: the data here cannot name it, since the exact list has no sample, but a deck that spends 8 elixir on a Golem and 6 on a Collector is the easiest kind to punish with a fast cycle.
How to Play It Today
Use tower hitpoints as a resource, build an elixir lead, and only then start the Golem. Play the Golem when you have an elixir advantage, when the Collector is down, or when the opponent’s win condition is out of cycle.
Game plan. In the first minute, pump and feel out the opponent’s deck. In the middle minute, hold back the Golem unless the elixir is right. In double elixir, start the Golem in front after a cost-effective defense with a Collector on the field.
Translation: put the Witch and Night Witch behind the Golem, never in front. The Night Witch handles Knights and Valkyries, and the Witch handles Skeleton Army, Gangs and Bats. Kill the Electro Wizard before it touches the Inferno Dragon, and do not give the Rocket value on the Witch.
Elixir math: the Golem and Collector take 14 of the 37 elixir, and Lightning another 6. The other five cost 17, or 3.4 each. A Golem plus Night Witch push is 12 elixir.
Try it yourself: curious how it plays? The Clash Royale Deck Builder loads Golem Double Witch Deck for you at 4.6 elixir on average. Tracker data does not cover this exact list, so no 2026 win rate is shown.
About Minion Horde and Inferno Towers. The negative effect: if the opponent defends the first Golem with an Inferno Tower or Dragon, the 12-elixir push is gone, and with this average elixir a second push can take a full cycle to rebuild.
Frequently Asked Questions
Is the Golem Double Witch deck good in 2026?
The Golem’s best list wins 68.7% and the Night Witch’s best wins 68.7%, but this exact list has no tracker sample, so test the Elixir Collector slot first.
What does the deck cost on average?
37 elixir in total across eight cards, an average of 4.6.
When should the Golem be played?
With an elixir lead, with a Collector down, or when the opponent’s win condition is out of cycle.
Where do the Witches go?
Behind the Golem. The Night Witch beats Knights and Valkyries, and the Witch beats swarms.
Is the Elixir Collector still playable?
Only six tracked decks run it, and the October patch touched it, so it is a risk.
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.
Hey guys! Lolman here. Coming to you with another deck guide, this time I updated an old deck guide I had… of sorts.
Similar to my previous Giant double Witch deck guide, I will present to you the Golem double Witch deck!
So this deck is actually quite solid but a hard counter does exist for the deck, it’s not unbeatable but ideally you will want to try to capitalize on mistakes etc.
I will speak more in depth of that later. Onto the deck now!

The Deck
The tankiest troop in the game and a very solid win condition.
Highly risky card to play, as it is an 8 Elixir investment. Play him with caution, ideally what you must learn to do is only play him in certain circumstances which I will list below.
- You have an Elixir advantage after maybe say using Arrows on a Goblin Gang + Barrel push that way you get a ~5 Elixir Golem! The greater the advantage , the cheaper the Golem say to speak.
- You have Collectors down – With collectors down, you will get quite a surge in Elixir and as you build your push you will be able to put more on the map to steam roll your opponent/ you will gain Elixir to defend the push, your opponent will try to make on the opposite lane as well!
- Win condition is out of cycle – This goes hand in hand with the first point. If they rush with, say, Hog Rider and you Goblin that push, you are 2 Elixir ahead and you will not get rushed unless they waste a few Elixir cycling back to the Hog! So with that in mind, try to make sure you play the Golem when their win condition is out of cycle so they play to your tempo.
Staple in many if not all Golem decks.
She works really well with him because he will tank the most hits out of any card while she spawns the Bats, you typically want to place her along with your Witch behind as they compliment each other.
Try to avoid giving spell value though! The way the two compliment each other are, Night Witch will take down troops like Knight, valk etc while the Witch will take out Skeleton Army, Gang, Bats, Horde etc.
She is the ideal defense vs tanks at times too despite of her nerf!
She must go behind your Golem!
Like the Baby Dragon she is the splash attacker and you will suffer to a Minion Horde say if you don’t have her behind the Golem. She will be there to take them out, and like the Night Witch, spawn Skeletons which will accumulate behind the Golem as he tanks.
She is really useful vs P.E.K.K.Á and Inferno Towers! Try not to give Rocket value with her. Like an Executioner, she will be a frequent target of the Rocket, so try to not place her behind the Tower unless it’s early on and you would prefer that over have them Rocket your Pump.
Again, another expensive investment.
Try to only play this card if you have a good defensive hand! You ideally want to be able to cheaply defend common rush pushes! Cards like Goblins, Night Witch are ideal in this situation.
Cheap cycle card, high DPS and ideal card you want to play vs a Hog push etc.
Inferno Dragon
This card is quite important!
You need it vs Mega Knight, P.E.K.K.A etc decks that being said your #1 priority when playing him is KILL THAT ELECTRO WIZARD! You don’t want him to touch your Inferno Dragon by using Night Witch, Gobs, etc anything. Just keep him distracted or kill him before he resets your Inferno Dragon.
It’s not usually hard as the HP on one isn’t all that high!
Down to preference really, each with it’s pros and cons.
I like to go with Lightning + Log and Zap + Rocket. You ideally want one reset card! Which is why I prefer Zap over Log with the Rocket.
Gameplay
Early game (3:00- 2:00)
Early on like with any deck with the Collector, Pump up!
You ideally want to start getting your Collectors down asap. Try to build up an Elixir advantage by using your Tower HP as a resource and then start pushing.
Ideally in the first minute. I would not start a Golem in the back. Simply because you don’t want to get punished early on.
You want to use it as a resource, not play the Golem then have to defend that push with all your life ending in a negative trade there and them stopping your Golem with say an Inferno Dragon, Tower etc for a positive trade. That is disastrous!
Feel out your opponents deck. Identify their win conditions etc and then try to pay attention to their cycle while you Pump up and defend!
Mid game (2:00 – 1:00)
I don’t typically start Golems, just when 2x Elixir starts.
By this time either one of two things is happening.
Either you are cycling along with your opponent and pumping up like vs 3 Musketeers Golem etc. Or you will be pumping up carefully and defending getting chip damage on your towers early on vs like Hog.
You don’t want to get to the point where this chip damage is great enough that they will spell cycle you and defend for an example.
So ideally you want to start up Golem pushes following the guidelines above!
Typically after you cost effectively, with a Pump on the field defend a push of your opponent! Then Golem in front.
One key thing to keep in mind is don’t give spell value! Ie- Night Witch, Pump, Tower etc.
Late game
Ideally you want to have your pumps up.
At the very least one, but if you have 2 Elixir collectors that’s pretty much a certain win! You will want to start a Golem, slow roll it to the Tower and then just take the Tower like that.
Golem and put your support behind, then finally place the second Golem down and then rinse and repeat!
Lightning/ Rocket should be used when necessary as well as Zap and Log.
Just go all in! And take their towers, it’s quite simple once you get this stage.
Try to keep the role of defending to your opponent. Defend your towers with minimal Elixir.
Match-ups
Now there are 2 versions so I will state which of the two versions I believe will be more advantageous to play vs each matchup as well!
Okay this one is a nobrainer!
Vs Log bait you want the Log, Lightning also work because you can usually getPrincess + Inferno Tower + Tower!
Try to always prioritize Princess+ Tower because she will be taking out Bats, Skeletons and chipping off both Witch HP as well! Which you don’t want! You can afford not doing 346 damage to the Tower! So don’t be greedy.
Log Barrel, Witch will handle Gang with ease! With your Rocket, always get the Inferno Tower before it starts hitting your Golem!
Vs other decks, get the Pump advantage! And try to get rid of theirs.
Golem same lane and Inferno Dragon their Golem while they slowly chip away at yours!
Don’t give Lightning and Rocket value.
With Inferno Dragon you have the advantage! Use it to get an easy win.
With Inferno Dragon, Witch, Night Witch, usually an easy win.
Balloon will almost always hit your Tower, just deal with that! And take their towers at the same time!
Go for the 3 crown ideally and 9/10 times you will win quite easily.
Mega Knight is a little tough, especially if they rush you with Mega Knight + Minions for an example when you Pump up.
Try to make sure your defensive troop survives.
Use Witch with Tower to tank for Mega Knight+ Minions, that way Witch will actually help the Tower, rather than Witch get killed by Mega Knight and then Minions + Mega Knight take Tower for an example.
You can always counter push! Remember you want to use Tower HP as resource. Poison can be a killer.
Bait with Pump then stack Witch+ Night Witch.
Inferno Dragon will help vs Mega Knight and try not to get him hit with their E-wiz. Placing him safely on your side of the map.
Here in this instance, me pumping up ended up with him punishing me of sorts. I knew the Hog wouldn’t take the Tower so I focussed on killing the Mega Knight. The Witch and Night Witch finished Mega Knight and Hog off and I was able to Golem on the counter!
Depending if they run P.E.K.K.A Poison or not, this may or may not be a counter deck. P.E.K.K.A. + Poison + Log will kill almost any and all pushes.
You want to make a Golem + iDrag push with a Witch to clear small troops that might distract your Inferno Dragon, this should ideally only be done without e-wiz on their deck.
However if you face P.E.K.K.A+ E-wiz+ Miner Poison for an example that is the hard counter deck. Unlike Mega Knight this deck will just demolish your Golem and support and have a devastating counterpush! Your best hope is to Pump up and get such a huge advantage without giving incredible poisons by perhaps even split pushing, get creative to take their towers. Go for that 1-0 victory ideally as well! Wait for a slip up. Ie- P.E.K.K.A in the back and demolish their other Tower.
That is all I got for you today. I had a lot of fun playing this off meta deck. Hope you guys have a lot of success playing it, best of luck! Lolman out.
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










