Mastering Beatdown Decks in Tower Rush

Comments · 5 Views ·

0 reading now

Your goal in the first two minutes is simply to survive without losing a tower completely. Space them out.

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


While it may look easy to just drop a massive Golem and win, playing Beatdown at a high level requires incredible patience and resource management.


Taking Smart Damage


If you spend 4 elixir defending a 3-elixir Goblin Barrel, you will never accumulate the massive reserves needed to deploy your 8-elixir Golem.


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


  • Your goal in the first two minutes is simply to survive without losing a tower completely.
  • Space them out.
  • Reset, absorb damage, and wait for the double elixir phase.

Synergy Behind the Tank


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.


The Heavy HitterHow it Differs
The Golem (8 Elixir)The heaviest, slowest investment; requires the most sacrifice but creates the most unstoppable push when fully supported
The Giant (5 Elixir)Cheaper and faster, allowing for more aggressive, mid-game pushes and significantly better defensive utility

The Slow March to Victory


They know that in fifteen seconds, a massive, game-ending threat will arrive at their bridge.


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



Should you adored this post as well as you desire to be given more information about tower rush kindly go to our web-site.
Comments