A perfectly utilized defensive commander can generate absurd elixir leads, completely shutting down pushes that cost twice as much energy.
If you prefer a playstyle that relies on frustrating the opponent into making mistakes, a defensive hero is your perfect avatar.
The Unmovable Objects
Their abilities often involve massive area-of-effect (AoE) crowd control, such as a localized earthquake, a stunning roar, or a temporary invulnerability shield.
Once the enemy is gathered around your champion, you activate their defensive ability while simultaneously dropping a splash-damage spell.
- He is defense turned into offense.
- Their massive hitboxes prevent enemy tanks from crossing easily.
- Don't let them walk across the bridge alone after defending.
Utility and Disruption
These characters usually have very low hitpoints and must be protected fiercely behind your Princess towers or cheap blocking units.
The Golem melts in seconds, and because she was invisible, she takes zero damage from the enemy's supporting spells or troops.
| Commander Type | Primary Use |
|---|---|
| Invisible Archer | Shredding massive, slow-moving tanks from a safe distance before they can reach the tower |
| The Summoner | Creating infinite cheap distractions to completely halt single-target attackers like the P.E.K. If you cherished this write-up and you would like to acquire more info pertaining to tower rush kindly stop by our own website. K.A |
The Control Roster
Do not pair a defensive champion with a massive, expensive offensive tank; your deck will be far too heavy and clunky to cycle properly.
It is not as flashy as a massive beatdown push, but it is incredibly consistent and frustrating to play against.