Mastering Beatdown Decks in Tower Rush

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Never play your heavy tank as your very first card.

The philosophy is brutally simple: construct a massive, incredibly expensive push centered around a high-hitpoint tank that the opponent mathematically cannot stop.


This guide will teach you the art of absorbing damage, building the deathball, and crushing the enemy under the weight of your push.


Taking Smart Damage


Because your deck is full of expensive, heavy cards, you cannot afford to play a fast-paced defensive game against a cycle deck.


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


  • Never play your heavy tank as your very first card.
  • This gives you maximum time to regenerate elixir before it crosses the bridge.
  • Defend with the absolute minimum elixir necessary, or ignore it completely and focus on your attack.

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

Inducing Panic


This often induces panic, causing them to make desperate, ill-advised attacks that you can easily crush.


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



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