Top Cards for Sudden Death in Tower Rush

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When the standard three-minute match timer expires and the game enters Overtime, the fundamental rules of engagement shift dramatically.


This article analyzes the absolute best cards to have in your rotation when the Overtime clock begins ticking down.


The Spell Cycle Enders


You completely abandon all ground attacks and simply launch massive damage spells directly at their tower while defending flawlessly.


The Lightning spell is the secondary option; while it deals slightly less damage than the Rocket, it deploys almost instantly and has a massive radius, making it impossible to miss.


  • The Fireball is great for chip damage, but it takes 3 or 4 cycles to kill a healthy tower in overtime.
  • Do not let them breathe.
  • Poison is risky in Sudden Death because it takes 8 seconds to deal its full damage.

Instant Deployers and Bridge Threats


The Miner is the quintessential Sudden Death troop; because he tunnels underground, he can be deployed directly on the enemy tower instantly.


If the opponent makes a slight defensive error or overcommits by 2 elixir, a Bandit dropped at the bridge will dash to the tower in less than two seconds.


The OT ScenarioYour Best Strategy
Opponent tower is at 400 HPImmediate Spell Cycle; ignore attacking with troops, defend flawlessly, and launch the Rocket/Fireball for the guaranteed win
Both towers are at full HP in OTPlay incredibly safe; rely on Miners or Goblin Barrels for safe chip damage; never play an 8-elixir tank in the back

Staying Cold Under Pressure


Playing in Sudden Death is an intense test of nerves and mathematical precision.


Leave the panic to your opponent.



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