If you allow a Beatdown player to execute their strategy flawlessly, there is mathematically no combination of cards that can stop a fully supported Golem push from destroying your tower.
Defeating a Golem deck is not about stopping the massive push at your bridge; it is about ensuring that massive push is never fully built in the first place.
The Golden Rule: Punish the Investment
The exact millisecond an opponent places a Golem behind their King Tower, they have spent 8 elixir, leaving them with a maximum of 2 elixir to defend any immediate threats.
If they spend elixir defending your opposite-lane rush, they will have absolutely no elixir left to put support troops (like a Night Witch or Baby Dragon) behind their Golem, rendering the massive tank completely harmless and easy to kill.
- Never attack the SAME lane where they dropped the Golem.
- Do not over-commit on your punish.
- If you do not have a fast punish card in your hand when they drop the Golem, you are in trouble.
Isolating the Tank and Spacing Defenses
If you fail to punish the Golem drop, or the game is in Double Elixir, you will eventually have to defend a fully supported push at your bridge.
The Golem will walk toward the building in the center, creating a massive physical gap between it and the support troops following it.
| Beatdown Threat | Your Defense |
|---|---|
| Night Witch (Spawns infinite bats behind the Golem) | Use a perfectly timed Poison spell; it damages the Witch and instantly kills every wave of bats she spawns |
| Lightning Spell (Destroys your Inferno Tower instantly) | Use the 'Anti-Lightning' placement; space your defensive building and your anti-air troops so far apart that one Lightning cannot hit both |
Do Not Fear the Rock
If you panic and try to fight the Golem head-on, you will be crushed under its weight.
The bigger they are, the harder they fall.
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