Guide:Golem strategies

Golem is the Hardmode boss at the end of the Lihzahrd, also called the Jungle Dungeon. It is summoned by using the Lihzahrd Power Cell upon the altar. It can be summoned multiple times consecutively. It has high HP, high defense, and multiple limbs and phases.

Armor
It's advised to arrive in updated sets for your preferred specialization: Shroomite armor, Turtle armor, Spectre Armor. At minimum one would want Chlorophyte armor or Hallowed Armor. Regardless of specialization one may prefer to don Turtle armor for the fight due to its high mitigation which is extremely useful for the Golem fight assuming you do not utilize the wall trick.

Accessories
Mobility is important due to the multiple ways damage is being dealt in the fight. Shiny Red Balloon and it's equivalents and advancements are very useful. Flight is not to be underestimated either, but may be dropped if one can jump multiple times as many of the random arenas tend to be small. Charm of Myths is recommended since there is a lot of damage being passed around without a wall so multiple potions may be necessary if you lack dodging skills. The natural regeneration will also allow you to take advantage of easier phases of the fights. Star Veil and/or Obsidian Shield may also be useful to negate the chance of being clipped by multiple projectiles. Avenger Emblem and other increased damage emblems/accessories are very useful for quickly ending the 'hard' phases of the fight given the longer they last the bigger room for error.

Melee
The Chlorophyte Partisan is extremely useful when using the wall strategy detailed further down. Even range/casters may also consider utilizing the benefit that it offers the fight by means of its platform penetrating spore cloud.

Potions
Greater Healing Potion are a given since a lot of damage can potentially be encountered. Increasing your damage with Archery Potion or Magic Power Potion is very helpful. Regeneration Potion and Mana Regeneration Potion are not to be underestimated since they can be effective in the 'safer' phases. Ironskin Potion will provide bonus mitigation which is particularly valuable.

Terrain Preparation
If this is your first tussle with the Golem then you will not possess the pickaxe capable of shaping the dungeon's blocks so your customization is limited. The arena that the Golem fight occurs in is also varied in width/height. For safety reasons you can and should use whatever pickaxe that you do have and remove all of the trap buttons as these can be hazardous in the fight. There are four ways you can customize the default arena to make the fight much easier.
 * 1) Create a small wall blocking dividing the entrance and the arena leaving an opening for your weapon/magic/projectiles to get through. This becomes more difficult if your default layout has the entrance in the ceiling.
 * 2) Create a much larger wall that divides the arena on either side of the altar leaving an opening at the top for you to leap through post-spawn and a spot for your weapon/magic/projectiles.
 * 3) Utilizing either of the above strategies, but sealing the weapon hole and using the Chlorophyte Partisan.
 * 4) An assortment of small walls scattered through out the arena.

The walls need only be one block thick. The importance of these walls are that they will block the Golem's punches, halt his movement/jumps/flight, and destroy the spawned fireballs. They do not block eye lasers.

Parts
The Golem composed of four parts and two phases.
 * Right Arm and Left Arm will constantly extend to try to hit you.
 * Golem Head will spew two fire balls frequently that bounce and use eye lasers that increase in frequency when its HP lowers.
 * Golem Body, utilizes frequent jumps at you.

Phase One
Once summoned the Golem will move around attempting to hit you while using its fists to punch at you. The head will also constantly spit two fireballs that will bounce around the arena. The arms and head are the only damageable parts this phase - the head (15k HP) being the kill spot while destroying the arms merely removes punches from the fight. As its head hit points dwindles (to precisely half) the Golem will begin adding eye lasers to the mix. They begin at average intervals, but as the head hit points dwindles even more the lasers hasten in frequency by a large margin. When the head hit points reaches zero the second phase begins.

Phase Two
In phase two the body will jump around at you attempting to hit you. Punches will occur if the arms still exist. During this the head will be floating around as well also capable of harming you. In this phase the body (8k HP) is the kill target (and only if the arms are destroyed). As the body hit points dwindles the head will begin firing lasers again and also will begin hastening as the body hit points lowers.

Walling In
This is a reccommended strategy for those who do not over gear the fight, are melee, or having trouble with their respective specialization. In this strategy you will want to wall up the center of the arena on one side of the altar. Once you summon the Golem leap over the wall (which should have a hole at the very top 3 squares large - just enough for you to fit in). Once on the other side the Golem is completely incapable of hitting you with its body, jumps, punches, and fireballs (a rare few MAY sneak through your jump hole). You must have the Chlorophyte Partisan for the fight. The spore cloud it propels allows you to hit through the wall. The cloud hits multiple times and will hit multiple targets. Given the relative ease of the phase at this point allows you to take it at your leisure and control the fight if you take some residual damage. Once the eye lasers begin they WILL penetrate the wall and must be flat out tanked or dodged. Luckily, early on they are exceptionally easy to dodge, but as the HP dwindles and they become much more frequent it gets a bit more difficult, however jumping high and dropping will help dodge. Once beat phase two begins.

In phase 2 the head will float up and try to get on your side - it can't if walled correctly (a 3 height hole). The body's jumps will also be blocked by the wall. Once again the start of the phase is harmless. Take this time to let potions come off cooldown, regenerate your health/mana, rebuff if needed, and make sure you are fully healed before you push the body hit points low enough to cause fast lasers again.

In both laser portions of both phases is the only time you will take damage and it is dealt very fast. If you are having trouble dodging (it can get pretty difficult!) and/or simply taking too much damage from the lasers you make consider Warding reforges or utilizing accessories that give a longer invulnerability window. Ideally, wearing the Turtle armor allows you to essentially tank a good majority of the lasers that you have to while just unleashing your attacks so range/mage specializations who are attempting this strategy may consider turtling up if their dodge skills are lacking.