What is a Win Condition in Tower Rush?

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Spells can be a Win Condition. Should you beloved this article and also you wish to get guidance relating to tower rush generously pay a visit to the web site.

While this might result in a deck with strong defensive capabilities, it usually completely lacks a cohesive strategy for actually destroying the enemy tower.


This article explores the fundamental definition of a Win Condition, the different categories available, and why your deck will fail without one.


What Makes a Win Condition?


The most reliable Win Conditions are troops that are programmed specifically to ignore all enemy units and target buildings exclusively.


While these units deal massive damage, they target troops; this means they can easily be distracted and pulled across the map by a single 1-elixir skeleton.


  • Spells can be a Win Condition.
  • If you have a Hog Rider and they have a Cannon, you must out-cycle the Cannon.
  • Do not play your Win Condition recklessly.

Categorizing Win Conditions


Win Conditions generally fall into three distinct categories: Heavy Tanks, Fast Punishers, and Direct Damage/Siege.


Fast Punishers (Hog Rider, Ram Rider) are the core of Cycle and Bridge Spam decks; they are cheap, incredibly fast, and demand an instant reaction.


Win Condition CategoryTop CardsExecution
Direct Damage / BaitGoblin Barrel, Miner, GraveyardSpawns directly on the enemy tower, forcing specific spell responses or guaranteeing instant damage
Siege ArtilleryX-Bow, MortarShoots the enemy tower from safely behind your own side of the river, forcing the opponent to attack into your defenses

Building the Perfect Deck


Before you ever queue up for a match, look at your deck and ask yourself: "How exactly am I going to destroy the tower?"


A deck with a clear purpose will always defeat a random collection of high-level cards.



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