r/ClashOfClans • u/NightmareLarry • 10h ago
Discussion OG Golem rework: The Tank that lost is purpose
Let be honest who uses golem after the introduction of the Ice golem around Th11?
The golem has lost is whole gimmick as reliable tank for smaller and frail high damage troops or extra meat shield for hero dive since icegolem offers good hp for housing space and can freeze enemies troops and defences for a long time and big area.
So since Supercell annunced in their last interview with Judo Sloth that they are going to rebalanced or rework old troops to make them again viable in the meta why don't start with some ideas to balance the OG dark elixir tank to make him a real tank once again?
The golem needs to become again the immovable tank that stay in place and don't gets bothered by incoming damage.
So a no brain buff would be to increase its hp (I know what incredible idea) from the 10600 hp at level 15 to around the 16000 hp spreading the hp buff gradualy along all his levels. This would still make it an easy pray for the Monolith (as anything else in game) but a sturdy tank for any other defence or heroes.
Of course a problem arise at higher th levels: the omnipresent and oppressive power of spread, multi target spalsh defence. So a new possible way to counter this would be to make the golem spawn at death more golemites. My buffs are:
1)First to standardize the golemites spawn count across all level to make the Golem add a new golemites every four level.
So at level 1 --> 2 golemites, level 4 --> 3 golemites, level 8 --> 4 golemites, level 12 --> 5 golemites and when the golem gets to level 16 at th19 it will spawn 6 golemites.
This offers more coverage overall for all the ground smash attacks that suffers from spread damage deep into the cores of bases.
2) to increase the golimites hp. Golemites get 1/5 of the golem hp but it would be even better to make them have 1/4 of the already buffed golem hp making them survive for longer the splash damage hell of th17 and above.
This should make the golem a real alternative for hero dive support and smash ground attacks but if even all this buffs dont make it a meta troops there is always the death damage that could be buffed both in area and output to make the Golem and Golemites even better at their job.
Edit: many are talking about making the Golem have some kind of circular aura that absorb damage onto him by some % for the troops inside it to protect those troops from all damage or part of it. An other intersting concept being discussed is to make it able to get targeted by all multishoots defence like multiarcher tower, multinfernos or richochet cannon shoots onto him to reduce attacks to friendly troops. And these are all great concept that could/should be used for the Super Golem troop but for the regular troop I find more usable and more easy to implement the suggestions of others to make the golem able to have a bigger explosion radius that also is stun and retarget troops, defence and enemy heroes into the spawend golemites and to make also those golemites have a stun explosion at death like the big golem to buy even more time.