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Deck Ideas #2: 2v2 golem support

Hey guys,

I'm back one day later beginning a new deck ideas post. This deck I'm sharing with you today is a 2v2 deck because it seems many like playing 2v2. This is probably because you don't lose trophies, but gain crowns and chests. So, I decided to share a 2v2 deck that is very good at support in offense and defense, yet can also pack a great punch on it's own. So anyway, here it is:

Golem support deck

Arena(s): I have used this deck mostly in Jungle Arena, but if you use some of the replacements (listed on the bottom) you can use this deck as low as Builder's Workshop.

Golem: A great offensive (and sometimes defensive) card, golem has an ungodly amount of health (4256 at tournament standards!!!) and can withstand countless blows and still not die. It is a great strategy to place Golem behind your king tower and build up your push as the golem slowly makes it's way to the bridge. Note: a good/bad part about the golem is that it has a 1.5 second deploy delay. This makes it easier to build up big pushes behind the golem. People may not notice, but in the time the golem takes to die, it can do moderate damage. Golem is also a good card to have to end the game because it will go directly for the tower(if there's no buildings nearby) and cannot be killed quickly. However, note that inferno dragon and inferno tower will shred through golem if not neutralized. Use zap and a high damage card to neutralize the inferno tower/dragon, or you can use electro wizard.

Electro wizard: a multifaceted card that can be used for both offense and defense, electro wizard is a key supporting component of this deck. It can be used as extra stun and damage on any push or any defense. One of it's especially useful features is that it stuns and disrupts. It can neutralize an inferno tower or dragon on offense, and generally helps the whole push get more damage off. On defense, it's useful because of it's stun ability and damage. It also can hit two targets at a time, making it useful for countering two card pushes. Electro wizard is also an awesome support card for your teammate because it will add a great boost to any push. It will also be effective in helping defend any push your opponent throws at you.

Baby Dragon: This card is a versatile defense card, yet can be a great boon on a push because it takes out swarms and does decent damage. I usually use this card as something to put behind the golem on my pushes. Also, the baby dragon can do great damage if locked onto the tower and if your opponent is too focused on killing the golem. Just to go back to electro wizard for a second, if you put the e-wiz on the baby dragon, the spawn zap will make the baby dragon reconsider it's targets and target the electro wizard instead of your precious towers. Baby dragon, like electro wizard, is a great support card for pushes because it can take out swarms, and will be effective on defense because of it's moderate splash damage. Another thing is that baby dragons have high health and are air troops, so they usually take a good bit of time to kill.

Mega minion: Mega minions are rather erratic, but they have high damage and are an awesome counter to air troops. However, mega minions are inconsistent on offense because of their low health. Mega minions have good damage are very good at countering squishy troops and troops that don't do enough damage to kill them quickly. Some examples are: lava hounds, baby dragons, balloons, minions, flying machines, inferno dragons, valkyries, wizards, musketeers, and more.

Bats: Bats are used in this deck mostly to defend mini pushes and lone wolves, such as a valkyrie coming as a counterpush, or to get chip damage on a pekka. Although bats can get good damage with the golem tanking for them, they are often inadvertently destroyed by defending troops (e.g. a executioner is placed to take out a golem and wizard, and destroys the bats while throwing ax at said troops).

Skeletons: Although there isn't much to these little guys, they do have a few uses. Skeletons, or skelies as most call them are great as cyclers and will do good damage if behind a tank like golem. However, like bats, they have incredibly low health, so don't count on them to survive more than 0.5 seconds at the opponent's tower.

Zap: a versatile and widely used card, I usually use zap to kill swarms defending my pushes. zap can also stun annoying inferno towers and dragons that try to kill golem. I usually include the reliable zap in my decks, just saying. Zap can also neutralize minion horde for a second and allows baby dragon to one-shot it.

Log: As I have said in my earlier decks, log is a reliable spell that is as good at getting damage on squishy troops as it is at taking out swarms. Log is also good at giving yourself more time to deal with a hard push by pushing the push back. Note that a great subsitute for log if you don't have it is tornado (level 4+).

Other tips: I have already told you many of them inside the card profiles section, but here are some others. Use your squishy troops behind the golem, but don't put too many at a time because your opponent could counter with valkyrie, fireball, rocket, tornado-wizard, etc. Also, if you are playing with a teammate whose deck you can influence, they should use power spells (lightning, fireball, etc), maybe a glass cannon or two(prince, mini pekka), and a building. Also, golem with pekka behind it and squishy troops behind the pekka is a push that's very hard to stop.

Weaknesses: Inferno tower/dragon, even if you are using electro wizard. They're just super annoying. You other weaknesses mostly depend on your teammate.

Replacements:

Electro wizard: like I said in my other deck, a high level musketeer should work.

Bats: I use bats, but feel free to switch to minions.

Mega minion: Again, feel free to switch to minions or inferno dragon.

Log: In this deck, it doesn't really matter if you use log or tornado.

Well, that's my 2v2 golem support deck. Feel free to comment on how this deck works out for you!

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