Clan Wars 2v2 Guide: Golem

45 wks and 4 days ago - July 5, 2018

Hi—I’m ApocD21, Co-leader of 100T Alpha. We are the official war clan of 100 Thieves. I play a lot of 2v2 on Collection Day, and my primary deck is Golem. The only time I don’t play Golem is if I’m supporting a team mate who is playing Golem! My win percentage in 2v2 is 84% on Collection Day.


In general, I find Golem to be the most reliable win condition to connect to the tower, as well as its death damage causing significant tower and damage to opposing units. There is a general setup of cards I use but it is pretty flexible.

The general setup is Golem, large spell, small spell and 4 troops that do not die to fireball/poison. The last spot could be another small spell, a cycle card, or another troop.

Golem is a big and reliable tank that will often make it to the tower. It has high DPS and high death damage, and it continues to tank for your support with the Golemites.

For my large spell, I either bring Lighting (most often) or poison. I love both of these spells and would encourage you to bring one and have your teammates bring the other to punish the defenses of your opponents. Both spells are capable of massive positive elixir trades, taking out buildings, and high damage to the tower.

My small spell of choice is The Log. It removes high DPS swarms of Goblin Gang, Skeleton Army, and Tombstone, while also protects from Goblin Barrels and slows down ground pushes. I will bring Zap if my partner is bringing The Log and isn’t bringing Zap. It is mostly for resets or for killing minions and bats faster. Generally, both The Log and Zap should be brought between the 2 decks.

Beefy support troops! Baby Dragon, Mega Minion, Lumberjack, Night Witch, Inferno Dragon, Witch, Mini Pekka, Executioner, Dark Prince, and Prince. I like to bring these types of troops due to their high DPS and spell survivability.

I will almost always bring mega minion as the strong defender for a cheap cost always provides valuable support.

One of the witches is good for a steady stream of DPS that follows behind your tank. Often, they protect your other units from being picked off by heavy hitters.

Then I’ll bring a tank killer. Lumberjack is my current personal preference due to his Rage that all the leftover troops can use. That rage also significant increase the spawn rate of the witches. Sometimes I’ll bring both Lumberjack and Prince or Inferno Dragon, depending on my partner’s deck.

Then I’ll bring a splasher. Usually it is Baby Dragon due to his ability to kill minions and bats and his high health. But once again you can consider other options like Executioner, Dark Prince or even Wizard.

For my last card I consider cards like Ice Spirit, Minions, Goblin Gang, Arrows, Tornado, or even another high DPS troop from the previous list if my teammate is defensive. I’ll use Tornado if my team mate has splashers or we need additional Hog defense. I have even used Freeze when my teammate beings Graveyard.

Sample decks that I have played

Golem, Baby Dragon, Mega Minion, Inferno Dragon, Lumberjack, Lightning, Log, Ice Spirit

Golem, Lumberjack, Baby Dragon, Prince, Dark Prince, Poison, Zap, Mega Minion

Golem, Night Witch, Baby Dragon, Inferno Dragon, Mega Minion, Lightning, Log, Zap

Golem, Mega Minion, Dark Prince, Baby Dragon, Lumberjack, Poison, Zap, Goblin Gang

Golem, Log, Freeze, Mega Minion, Night Witch, Baby Dragon, Arrows, Dark Prince

(Graveyard support deck)

What you want from a team mate

Spell support! These big pushes, with the high DPS that you are providing, requires spell support. I find teammates bringing 3 spells to work best. Usually, it is a combination of Fireball/Poison, and/or The Log and either Arrows or Tornado if they didn’t bring both Zap and The Log.

Other cards you want them to bring: a secondary win condition. e.g. Pekka, Miner, Giant, or Graveyard. It should be something that will function as a secondary tank for all the support troops left over.

What else? Versatile defensive cards. Mega Minion, Electrowizard, Musketeer, Minions, Ice Spirit, Mini Pekka, Tesla, Ice Wizard, Inferno Dragon, Goblin Gang, etc.

I don’t recommend them bringing the Three Musketeers, Hog Rider, Mortar/X-bow, or Lava Hound. In general, those cards play in a different style, and the Hound costs too much for the small DPS that it provides behind a Golem.

Sample partner decks

Pekka, Miner, Poison, Zap, Guards, Electro Wizard, Mega Minion, Dark Prince

Giant, Mini Pekka, Musketeer, Mega Minion, Zap, Log, Fireball, Ice Spirit

Graveyard, Ice Wizard, Tombstone, Tornado, Poison, Mega Minion, Log, Ice Golem

Strategy and notes

In general, the goal is to set up a enormous push that your opponent can’t stop. Generally speaking, you would want to start with a Golem in the back behind your king to get a maximum push. You can even play Golem the first play of the game. Make sure your teammate will be responsible for the majority of the defense. In single elixir, you will likely support with 1 troop, and 1 troop from your partner. Then, cast an appropriate spell on your opponents defenses.

If you don’t connect with the tower, you will often cause significant spell damage and leave their defenders in really low health, thus allowing for easy clean up.

Make sure you don’t commit to what I call a dead push. If the push isn’t going anywhere, don’t commit more troops to it. Just use spells if they will get value or set up the next defense or push.

When playing with Graveyard, you will want to bring bait for their Poison, such as Night Witch so they don’t just poison the graveyard.

When playing with Giant 3 spells sometimes your Golem push dies but so did all their defenses and you can attack again immediately with a Giant at the bridge and you can support his push.

Pekka is still defense-only but I have cast a Golem in front of a Pekka after it defended to start a push. You shouldn’t start Golem in the back and pekka behind it as that is to much of a risk.

Miner is very good at keeping a push alive and supporting an almost dead Witch/Night Witch, and making your opponent defend for more than the cost of the miner

Do not play Elixir Collectors! Basically, it is just bad in 2v2 as it is way to easy to get spell value against it and there is likely 4–7 spells your opponents are playing, making it very unlikely that the spells won’t be in cycle.

When using Lightning, it is often better to hit 3 troops than 2 and the tower. Obviously avoid hitting Giants, Golems, and Pekka. Hit the tower instead of those. But I will purposefully hit the Executioner and Bowler because they will be significantly softened up for your support troops.

Many games get won 2-1 you can play golem in the pocket when 1 tower is down. But only when you are up a couple elixir and you either have troops left over from defense coming down the lane or the board is clear.

I hope you found this useful. And may your Golems always explode on their tower.


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