Mastering Beatdown Decks in Tower Rush

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


While it may look easy to just drop a massive Golem and win, playing Beatdown at a high level requires incredible patience and resource management.


Trading Health for Elixir


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


You are intentionally losing the battle in the first two minutes to guarantee that you win the war in the final minute.


  • Stall the game.
  • Don't stack your support units too closely behind the tank.
  • If your first massive push fails to take the tower, do not force a second one immediately.

Synergy Behind the Tank


A Golem or Giant is virtually useless on its own; it will simply be surrounded and killed by cheap skeletons.


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.


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 Slow March to Victory


They know that in fifteen seconds, a massive, game-ending threat will arrive at their bridge.


Play Beatdown with absolute confidence and a willingness to take a punch.



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