Mastering Beatdown Decks in Tower Rush

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Stall the game. Space them out. In case you loved this informative article as well as you would like to get details relating to tower rush generously check out our webpage.

If Cycle decks are a surgeon's scalpel and Siege decks are a sniper rifle, the 'Beatdown' archetype is a massive, blunt sledgehammer.


You must be willing to sacrifice the health of your own towers to build an overwhelming elixir advantage.


Taking Smart Damage


The biggest mistake novice Beatdown players make is trying to defend every single cheap attack the opponent throws at them.


If a lone enemy Knight is walking toward your tower, you simply ignore it, absorbing 500 damage but keeping your elixir bar full.


  • Stall the game.
  • Space them out.
  • If your first massive push fails to take the tower, do not force a second one immediately.

The Unstoppable Push


The true power of the push comes from the fragile, high-damage support units you layer behind the meat shield.


If you have a Night Witch for melee DPS and bat swarms, you also need a Baby Dragon or Electro Dragon to provide splash damage against enemy swarms.


The Game PlanYour Goal
Single Elixir (First 2 Minutes)Play passively; use support units defensively behind your tower, then drop the tank in front of them for a 'free' counter-push
Double Elixir (Final Minute)Drop the tank in the absolute back, ignore minor enemy attacks, and dump every drop of elixir into support units behind the tank

Inducing Panic


When you drop an 8-elixir Golem in the back of the arena, a massive psychological timer begins for your opponent.


Let them scratch your armor; you are preparing to bring down the whole castle.



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