When novice players construct a new deck, they often simply fill all eight slots with their highest-level cards or their personal favorite characters.
It is the card that mathematically guarantees tower damage if supported correctly, bypassing or overwhelming the enemy's defenses.
Defining the True Win Condition
The most reliable Win Conditions are troops that are programmed specifically to ignore all enemy units and target buildings exclusively.
If your opponent can easily prevent your 'attacker' from ever touching the tower using cheap distractions, it is not a true Win Condition.
- You will draw constantly.
- For example, a Miner is often paired with a Lava Hound to provide chip damage if the Hound fails to connect.
- Protect your Win Condition at all costs.
The Different Archetypes of Winning
They rely on overwhelming the opponent with sheer stats and raw hitpoints during the double elixir phase.
They rely on out-pacing the opponent's defensive rotation, sneaking in single hits over a long match.
| The Strategy | Examples | Execution |
|---|---|---|
| Heavy Beatdown Tanks | Golem, Lava Hound, Electro Giant | Builds a massive 15-elixir push that is mathematically impossible to stop in a single engagement |
| Fast Cycle Punishers | Hog Rider, Wall Breakers, Bandit | Constantly chips the tower for small amounts of damage by out-rotating the opponent's defenses |
The Core of Your Strategy
Before you ever queue up for a match, look at your deck and ask yourself: "How exactly am I going to destroy the tower?"
A deck with a clear purpose will always defeat a random collection of high-level cards.
If you have any questions with regards to where by and how to use tower rush, you can call us at the web-page.