Add 'Mastering Beatdown Decks in Tower Rush'
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<br>If Cycle decks are a surgeon's scalpel and Siege decks are a sniper rifle, the 'Beatdown' archetype is a massive, blunt sledgehammer.<br>
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<br>You must be willing to sacrifice the health of your own towers to build an overwhelming elixir advantage.<br>
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The Art of the Sacrifice
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<br>The biggest mistake novice Beatdown players make is trying to defend every single cheap attack the opponent throws at them.<br>
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<br>Therefore, a true Beatdown player views their Princess tower health as a currency to be spent freely.<br>
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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.
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Building the Deathball
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<br>As the tank trudges forward, absorbing all the tower shots and defensive spells, your support units safely annihilate anything in their path.<br>
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<br>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.<br>
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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
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The Psychological Weight of the Push
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<br>This often induces panic, causing them to make desperate, ill-advised attacks that you can easily crush.<br>
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<br>Unleash the behemoth, and claim your three crowns.<br>
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