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Clash Royale Golem Flying Machine Deck Arena 10+ 2020

Golem Flying Machine Deck Arena 10+

Clash Royale Golem Flying Machine Deck Arena 10+ Hi guys, Golem Flying Machine Deck Arena 10+ Zeboman here I have been meaning to write up a guide on my Golem for a while now. It’s one of my favorite cards and has been the staple of my deck ever since I unlocked him. First thing first, Today I will show you how to Play this Clash Royale Golem Flying Machine Deck Arena 10+Golem Flying Machine Deck Arena 10+

Clash Royale Golem Flying Machine Deck Arena 10+

  1. Golem – Obviously my one and only win con. Goal is simple….get to the tower and provide cover for all my troops. My main strategy with Golem is to get him down as soon as possible, including first play of the game. I want to dictate terms of the fight. And by aggressively placing one at the start of a match, I am saying “Come at me if you want”. I have several quick response cards that can provide emergency relief to opposite lane. Also of note, I am perfectly fine with the Golem gets no hits on a tower. If it’s early in the game, Golemites can deal enough chip damage on the first two rounds to put a nice dent into a tower.
  2. Baby Dragon – Secondary tank and only traditional splash troop. Baby Dragon is used behind Golem to clear out small swarms. But more importantly, when the Golem goes down, this is usually the first troop I try to have lined up to take the tower shots. Now, depending on the situation, I may zap to reset the tower to place focus back on the Golemites or another meaty troop.
  3. Hunter – Tank killer….both ground AND air. Up until last season, I had never had a bonafide tank killer. Hunter changed the game. Having something that hits like MP or Lumberjack but can also do it to air is invaluable. I can’t explain how vital this card has been to my rise to Champion. And one VERY important factor that puts him above all other tank killers to me is that non-wasted shots. OJ brought it up in a video a while back but I feel it’s important to remind. If one of Hunter’s pellets kills a unit, the other 9 continue traveling toward a target. Zero waste. I’ve seen Hunter SHRED sliver pushes before and it is immensely satisfying.
  4. Musketeer – This card only left my deck ONCE since Global Launch (and that was recently). However, it has returned because it always the potential for great value. Its range, tankiness and damage are hard to find in almost any other unit for the price. Plus, it allows me to get away more often than not with the Golem first play. I like to play Musk in the center tile with the lane of the Golem to support the opposite tower.
  5. Flying Machine – I am told all the time by my clan that this is a major redundancy. And it is. But that is the point. FM is my building sniper…push supporter….fireball baiter. One of the key things, you’ll notice with this deck is that I run HEAVY on fireball bait. Really heavy spell bait but focused on fireball. I’ll talk more about surprise cards later but this is the big one.
  6. Guards – Distraction unit. Plain and simple. Sometimes used to sustain a push by placing in front of a sliver Musk or Flying Machine. Added bonus of being spellproof and “ranged” melee.
  7. Barbarian Barrel – I started chasing this card from Day 1. Primarily because I felt like I would never have a chance to max Log. This is my kite card, “heavier” spell, cheap response, distraction all in one. And one of my ultimate surprise cards…
  8. Zap – Must have for any Golem player in my mind. Need for reseting of Inferno Towers and Dragons, crippling Minion Horde, and giving Golem one extra half second to hit towers.

Clash Royale Golem Flying Machine Deck Arena 10+ Gameplan:

This is my deck. I love it. I have multiple answers for several different situations. The one glaring hole I have is Pump. I have no answer to Pump. Everyone asks “What do you do about pump?” I do nothing. I just play better. Sometimes….actually, I don’t a lot of times but that doesn’t matter. I play the statistics. Current ladder usage rate is at 8% for Elixir Collector (and 7% for 3M). I have no real answer for them. But can I beat them? Yes. Do I normally beat them? No. But it doesn’t matter. Planning your deck around EVERY type of deck is never recommended. If my deck can beat all others 60% of the time but only 20% against pump/3M, I still come out on top due to usage. I honed my deck based off what I want to do not what the opponent MIGHT do. And it works. Also, you’ll be a lot more 3M players when they THINK they can take advantage of no heavy spell and lump their 3M into a single lane. So now let’s talk about general play tips…

When I start the game, ideally I have Golem ready in starting hand. When this occurs, over 90% of the time, I play first with Golem behind the King Tower. Only times I don’t are when the other player actually decides to rush instantly (maybe trying to chase loading bug or something but it’s very rare). In those cases, I defend with my range with less elixir than they use to rush; sustaining whatever amount of tower damage they put on me. Here are some examples of how I start a game:

  • Play Golem first; Opponent rushes with Hog Rider –
    • First choice is to play Guards to minimize tower damage and/or bait out a spell (Zap or Log).
    • Second choice is to play Musketeer in center opposite lane so that it can support Golem push after killing Hog Rider.
    • Third choice is just taking the damage and using any potential elixir to protect it on a bigger Golem push instead. Remember, I have Hunter and Guards for future Hogs that can minimize him to a single hit for equal or lesser elixir.
  • Play Golem first; Opponent rushes with Hog Rider and Bats –
    • First choice is to Zap the Bats and Hog Rider and then allow whatever damage it does. Again, banking 4 elixir on that exchange for use later or in current Golem push.
    • Second choice is Guards to eliminate Hog asap and then allow tower to finish off Bats. Now here, they sometimes commit further by playing Zap on top of that…and they may even take my tower. Don’t care. Because now I have 5 elixir banked on that exchange and an even better chance at taking their tower as well.
    • Third choice is to play Musketeer in center opposite lane so that it can support Golem push after killing Hog Rider and Bats.
  • Play Golem first; Opponent rushes with Miner –
    • Let it the tower. Take the 3 elixir to the Golem push.
  • Play Golem first; Opponent rushes with Miner and Minion Horde –
    • First choice is to use Baby Dragon directly behind Princess Tower. Goal is to get rid of Miner ASAP and then allow its splash and tower to save the tower on the Horde. 4 elixir banked.
    • Second choice is to play Musketeer in center opposite lane so that it can support Golem push after killing Horde and Miner. This likely results in losing the tower but now I have a Musk banked into the Golem push.
  • Play Golem first; Opponent rushes with Hog Rider and Goblin Gang –
    • First choice is to use Barb Barrel to clear out the Gang and then allow the Barb and Tower to finish off Hog Rider. 5 elixir banked.
    • Second choice is to place Guards in the center lane to draw Gang off Rider. Guards + opposite Princess Tower should get rid of the Goblins allow the tower to solo Hog Rider and then take care of Spear Goblins. 4 elixir banked.
  • Play Golem first; Opponent rushes with Giant and…
    • …Mega Minion – First choice is to place Hunter in front of Princess Tower and Guards behind the Giant. Possibly shuts down all damage (depending on timing) unless it baits out a spell, which furthers your elixir bank. 1 elixir banked.
    • …Minions – First choice is to place Hunter in front of Princess Tower and Guards behind the Giant. Possibly shuts down all damage (depending on timing) unless it baits out a spell, which furthers your elixir bank. 1 elixir banked.
    • …Minion Horde – Let them have the tower. They just spent 10 elixir and may not have enough if you decide to go all in with Golem now. If available, zap the Minion Horde to make them one-shot targets after the tower goes down. But more importantly, place a Musketeer (or similar ranged unit) behind King Tower on the same side as Golem. This prevents massive damage on the King Tower and then either supports or initiates a new attack on their tower you are chasing.
    • …Goblin Gang – Barb Barrel the Gang and allow the Barb and Tower to kill the Giant. 6 elixir banked.
    • …Balloon – Place Hunter in front of Princess Tower and let them have it. The Hunter is to minimize future damage on the King Tower and POSSIBLY baits out a spell or maybe even two. If this baits out Fireball or Poison, take their Princess Tower for a 1 for 1 trade.

These are just some examples of what I do to compensate for no buildings or heavy spells. As you can see, utilizing tower damage/health is critical to my success. I can’t tell you the amount of times I have conceded entire towers to only come back and win easily 3-1.

Last thing I want to talk about specifically is surprise cards. For me, they are the following:

  • Flying Machine
  • Hunter
  • Barbarian Barrel

I do everything I can to NOT play these cards early. I will even allow a Goblin Gang rush at the start of the match even if I have Barbarian Barrel in hand. I want to see more of their deck before I make any decisions like that. Plus, I know I have the card in hand to completely stop that in the future. I like to play Flying Machine AFTER I know if they have Fireball’d my Musk who now has a sliver and a FULL HEALTH Flying Machine supporting her. It feels great. Or maybe I allow the Hog Rider to go unattacked on my tower at the start without placing Hunter. This means….later in the game when they try it again, I place my Hunter, only allow a single hit on Tower and now they have to do something about a full health Hunter bearing down on theirs. It would have been a 4 elixir for 4 elixir trade in the early game. But now they are going to have to quickly respond with something else, giving me slight edge.

Thanks for reading this Guide All comments, questions, and criticism is welcome.

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