diff --git a/Mastering-Beatdown-Decks-in-Tower-Rush.md b/Mastering-Beatdown-Decks-in-Tower-Rush.md new file mode 100644 index 0000000..b18079d --- /dev/null +++ b/Mastering-Beatdown-Decks-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
If Cycle decks are a surgeon's scalpel and Siege decks are a sniper rifle, the 'Beatdown' archetype is a massive, blunt sledgehammer.
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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.
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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.
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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.
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Unleash the behemoth, and claim your three crowns.
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