Overview
The Meteor Golem is the nineteenth and currently last Elixir troop, unlocked at Barracks Level 19 at Town Hall 17. It is the highest-HP troop in the entire Home Village — 19,000 HP at max Level 3 — surpassing even the max-level Barbarian King. Its unique mechanic is its throwing attack: one Meteormite hurls the other at its target, dealing 550 area splash damage (as of January 28, 2026 nerf) and splitting the pair into two independent Meteormites. Meteormites then attack nearby buildings or seek each other to recombine into a full Meteor Golem and repeat the cycle. It occupies 40 housing space — the second largest in the game after the Electro Titan. It was originally a temporary troop in the Cosmic Rock event (October 2025) before becoming permanent in the Town Hall 18 update (November 2025).
The Meteor Golem received a significant January 28, 2026 balance nerf: damage was reduced at all levels (Level 1: 550→450, Level 2: 600→500, Level 3: 650→550) and Wall damage was cut by 50%. Despite the nerf, it remains one of the strongest TH17–18 ground attack troops due to its unprecedented HP pool, area splash, and Meteormite Wall-jumping ability. Meteormites can jump over Walls without Jump Spells, making them uniquely capable of penetrating Wall-heavy bases. When Meteormites recombine, they receive a brief damage-immunity window. Cloned Meteor Golems cannot remerge with the original unit after splitting. A max set of Army Camps can field up to 8 Meteor Golems.
📊 Stats & Upgrade Path
| Level |
HP (Golem) |
HP per Meteormite |
Damage (post Jan 2026) |
Meteormite DPS |
TH Required |
Research Cost |
| 1 |
15,000 |
7,500 |
450 (was 550) |
80 |
TH17 |
N/A |
| 2 |
17,000 |
8,500 |
500 (was 600) |
93 |
TH17 |
28,000,000 Elixir |
| 3 |
19,000 |
9,500 |
550 (was 650) |
105 |
TH18 |
30,000,000 Elixir |
Key Attributes: Attack Type: Area Splash (Ground & Air) | Movement Speed: 12 (slow) | Attack Speed: 1s | Range: 5 tiles | Housing Space: 40. Meteormite stats (max): 9,500 HP, 105 DPS, 157.5 damage per attack. Merge immunity: Brief invincibility window on each recombination. Wall jump: Meteormites only (not combined form). Jan 28, 2026 nerf: Damage –100 at all levels; Wall damage reduced 50%.
⚔️ Attack Strategies
Fireball Warden Walk + Meteor Golem Smash
The most dominant TH17–18 strategy in the Feb 2026 meta. Equip Grand Warden with Fireball and Rage Gem, then walk him along one side of the base to pre-clear defenses and open Walls. Deploy 6–8 Meteor Golems after the Warden path is established. Golems push into the core under Rage Gem aura, using their 19,000 HP to tank Inferno Towers and Scattershots while dealing area splash. Use Totem Spells to redirect Revenge Tower fire away from the Golems during the core push.
Queen Charge + Meteor Golem Funnel
Deploy Archer Queen with Healers to eliminate the Eagle Artillery on one side. Once the Eagle Artillery is down, funnel 5–6 Meteor Golems into the cleared lane. The Queen reduces the base’s most dangerous AoE defense before Golems enter, dramatically increasing their survivability. Pair with Barbarian King on the opposite funnel edge to prevent Golems from spreading sideways into irrelevant buildings.
Meteormite Wall-Jump Exploitation
Deploy Meteor Golems adjacent to heavily walled compartments. When they attack and split, the thrown Meteormite lands inside the compartment (bypassing the Wall entirely) and begins attacking from within. The inner Meteormite draws defensive fire while the outer Meteormite attacks the Wall exterior, splitting the compartment’s defensive DPS across two fronts simultaneously. This is especially effective against ring-base designs at TH17–18.
Totem Spell for Revenge Tower Mitigation
Deploy Totem Spells directly on the Revenge Tower when it activates to redirect its massive damage onto the Totem instead of your Meteor Golems. The Revenge Tower deals percentage-based damage scaling with base percentage destroyed — which means it hits hardest when Golems are deep in the core. A well-timed Totem Spell neutralises this threat entirely, saving 3,000–6,000 HP across your Golem stack.
Freeze Spell on Single-Target Infernos
Single-target Inferno Towers are the biggest individual threat to Meteor Golems after the Jan 2026 nerf reduced their HP resilience. At max ramp-up, a single-target Inferno deals 2,000+ DPS — enough to kill a max Golem in under 10 seconds. Drop Freeze Spells the moment an Inferno locks onto a Golem, preventing the ramp from completing and saving approximately 8,000–12,000 HP per freeze depending on timing.
Healer Support for Sustained Tanking
Pair 4–5 Healers directly with the Meteor Golem army. Healers regenerate the Golem’s HP in real time, counteracting Inferno Tower and Scattershot damage. Critically, Healers heal the combined Meteor Golem form — both Meteormites’ HP pools simultaneously — making the effective HPS (HP-per-second restored) far higher than on single-target troops of equivalent housing space. Protect Healers from Hidden Teslas by baiting with Balloons or Giants before deploying.
🛡️ Defense Tips
Single-Target Inferno Tower Priority
Single-target Inferno Towers are the primary counter to Meteor Golems. Set them to single-target mode and position them deep in the core where Golems will inevitably path. A fully ramped Inferno (2,000+ DPS) burns through even 19,000 HP in roughly 9.5 seconds. Multiple Infernos firing simultaneously on different Golems is the most efficient way to stop a mass Meteor Golem push before it destroys the Town Hall.
Ice Golem Clan Castle Troops
Place Ice Golems in the Clan Castle as the primary CC troop against Meteor Golems. When an Ice Golem dies defending, it freezes all surrounding troops including Meteor Golems — stopping their attack and movement entirely. A frozen Meteor Golem cannot split or recombine, wasting 2–3 seconds of its attack cycle per freeze. Pair with a Barbarian King Clan Castle entry to deal additional DPS during the freeze window.
Monolith Percentage Damage
The Monolith deals approximately 15% of a troop’s max HP per hit — meaning it deals roughly 2,850 damage per strike against a max Meteor Golem (19,000 HP). Place the Monolith centrally so it activates (at 50% buildings destroyed) precisely when Golems enter the core. A Monolith firing alongside a single-target Inferno Tower destroys a max Golem in under 6 seconds.
Ring Base Design
Design ring-style bases with the Town Hall in the center surrounded by multiple Wall rings. While Meteormites can jump individual Wall segments, the Meteor Golem combined form cannot. A base with 3–4 concentric Wall rings forces the Golems to destroy each ring layer before advancing, buying time for Inferno Towers and Scattershots to chip down their HP significantly before they reach the core.
🎯 Advanced Tips
Merge Immunity Exploitation
Each time two Meteormites recombine into a Meteor Golem, they receive a brief damage immunity window. In a heavy Meteor Golem army, multiple Golems splitting and remerging create frequent staggered immunity windows across the army stack — making burst-damage defenses like the Eagle Artillery and Scattershot less effective since each shot may hit a temporarily immune unit. Deploy Golems in groups to maximise the frequency of this immunity cycling.
Cross-Golem Merging Mechanic
When Meteormites from different Meteor Golems are near each other, they will attempt to merge with any nearby Meteormite — not just their original partner. This creates hybrid Golems from different original units. Be aware that these merged-level Golems may have higher or lower stats than expected depending on which Meteormites combine. In tight attack compositions, deploy Golems with spacing to control which Meteormites recombine.
Cleanup Troop Requirement
Meteor Golems are slow (speed 12) and may fail to reach outlying buildings before the 3-minute timer expires at TH17–18. Always include fast cleanup troops — Archers, Minions, or Wizards (25–30 housing space) — to destroy isolated buildings that Golems won’t reach in time. Failure to account for cleanup is the most common cause of time-fail losses with Meteor Golem attacks in Legend League.
Jan 2026 Nerf Context
The January 28, 2026 nerf reduced Meteor Golem throw damage by 100 at all levels and halved Wall damage. In practice, this means Golems now need approximately 2 more attacks to destroy high-HP TH17–18 defenses compared to pre-nerf. The Fireball Warden Walk + Meteor Golem Smash strategy remains the most viable post-nerf attack at TH17–18, but Totem Spells are now more essential than before to protect Golems from the Revenge Tower and Monolith during the core phase.