Mastering Cycle Decks in Tower Rush

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In sudden death, you can throw three Fireballs at the enemy tower in the time it takes them to play one heavy push. Cycle decks are fantastic for punishing mistakes.

Cycle decks completely abandon the concept of massive, overwhelming pushes in favor of relentless, high-speed, low-cost micro-engagements.


This article breaks down the immense advantages and crippling disadvantages of adopting the fast-paced cycle lifestyle.


The Pros: Ultimate Control and Out-Rotating


The primary advantage of a cycle deck is the ability to dictate the pace of the match entirely.


This constant, relentless pressure forces heavy deck players to play reactively, preventing them from ever building their massive, game-winning pushes.


  • In sudden death, you can throw three Fireballs at the enemy tower in the time it takes them to play one heavy push.
  • Cycle decks are fantastic for punishing mistakes.
  • You dictate the flow of the game.

Why Cycle Decks Fail


The massive, glaring downside of playing a cycle deck is the complete lack of defensive safety nets.


If you do not secure a massive tower damage lead during the first two minutes of single elixir, you will likely lose the game in the final minute.


ProHow it Works
Fast HandsPlaying your win condition faster than the opponent can draw their defensive building
Positive Elixir TradesDefending a 5-elixir threat using only 2 elixir worth of perfectly placed distraction units

The Verdict


It is not a relaxing playstyle; it is a high-stress, high-APM endurance test.


It proves that mind and mechanics will always triumph over raw stats.



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