1 Mastering Beatdown Decks in Tower Rush
Amie Bolen edited this page 6 days ago


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

You must be willing to sacrifice the health of your own towers to build an overwhelming elixir advantage.
The Art of the Sacrifice
The biggest mistake novice Beatdown players make is trying to defend every single cheap attack the opponent throws at them.

Therefore, a true Beatdown player views their Princess tower health as a currency to be spent freely.
Beatdown shines in double elixir.A single Poison spell will ruin your entire push if they are clumped together.If your first massive push fails to take the tower, do not force a second one immediately. Building the Deathball
As the tank trudges forward, absorbing all the tower shots and defensive spells, your support units safely annihilate anything in their path.

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 PhaseObjectiveSingle 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-pushDouble 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 Psychological Weight of the Push
This often induces panic, causing them to make desperate, ill-advised attacks that you can easily crush.

Unleash the behemoth, and claim your three crowns.

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