Surviving Double Elixir in Tower Rush

When Heavy Decks Awake During the first two minutes, cheap, fast cycle decks hold a massive advantage; they can easily outpace heavy beatdown decks that struggle to afford their 8-elixir tanks If you.

For the first two minutes of a standard arena battle, the game is a delicate, methodical chess match.


The slow, methodical chess match transforms into an explosive, chaotic bar brawl where massive mistakes are made purely out of sensory overload.


When Heavy Decks Awake


During the first two minutes, cheap, fast cycle decks hold a massive advantage; they can easily outpace heavy beatdown decks that struggle to afford their 8-elixir tanks.


They can drop a Golem in the back and still generate enough elixir to completely surround it with devastating support troops before it even crosses the bridge.


  • Do not play the same way you did in the first two minutes.
  • Your time is coming.
  • You can afford to throw a 6-elixir Rocket if the game is close.

The Chaos of the Board


The sheer visual clutter during double elixir is designed to induce panic; there are spells flying, tanks rumbling, and swarms buzzing across every inch of the screen.


The player who wins the double elixir phase is usually not the player with the best deck, but the player with the lowest heart rate.


Game PhaseThe ObjectiveCommon Mistake
Single Elixir (3:00 - 1:00)Scout the enemy deck, secure small positive trades, and deal chip damagePlaying a massive 8-elixir tank at the bridge and losing instantly to a 3-elixir counter
Double Elixir (1:00 - 0:00)Execute your primary, massive win condition or aggressively spell cycle for the winPlaying too passively and allowing a heavy beatdown deck to build a 20-elixir push uncontested

The Adrenaline Rush


It is the crucible where true skill is tested and champions are forged.


The final minute is all that matters.



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