Mastering Beatdown Decks in Tower Rush

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Never play your heavy tank as your very first card. If you adored this article and you would like to acquire more info concerning tower rush i implore you to visit our web site.

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.


Trading Health for Elixir


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.


  • Never play your heavy tank as your very first card.
  • Always place your massive tank at the absolute furthest tile in the back of the arena.
  • If they rush the opposite lane when you drop your tank in the back, do not panic.

Building the Deathball


As the tank trudges forward, absorbing all the tower shots and defensive spells, your support units safely annihilate anything in their path.


You must build a synergistic support squad that covers every possible defensive response the opponent might have.


Beatdown PhaseYour 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

The Psychological Weight of the Push


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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