Mastering Siege Decks in Tower Rush

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However, there is one highly specialized, deeply controversial archetype that completely ignores this fundamental rule: the Siege deck.


Playing Siege requires an entirely different skill set than standard beatdown or cycle decks; it demands absolute geometric precision and flawless defensive mechanics.


The Defensive Wall


Your sole objective is to protect that X-Bow at all costs; if it locks onto the enemy tower for even five seconds, the game is practically won.


You use these cheap troops as meat shields, physically blocking enemy tanks and assassins from ever touching your precious artillery.


  • An unsupported X-Bow is a massive 6-elixir donation to the enemy.
  • Build the fortress first.
  • If you know they have a Golem in hand, do not play the X-Bow; they will just use the Golem to block the shots.

Choosing Your Artillery


While both are Siege weapons, the Mortar and the X-Bow require vastly different playstyles and deck compositions.


Because it is cheaper, it is less punishing if it gets destroyed, making Mortar decks slightly more forgiving and versatile.


The ThreatYour Defense
Heavy Tanks (Golem, Giant) blocking the shotsPlay hyper-defensively; use the Siege weapon purely as a defensive building in the center to stall for a draw
Heavy Spells (Rocket, Lightning) destroying the weaponYou must out-cycle their spell; play your X-Bow faster than they can draw their Rocket

The Most Hated Archetype


Furthermore, you must develop thick skin, as opponents will constantly spam angry emotes when facing you.


It is the ultimate control archetype, demanding flawless execution and cold, mathematical precision.



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