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Founded Date August 29, 1930
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Mastering Beatdown Decks in Tower Rush
The philosophy is brutally simple: construct a massive, incredibly expensive push centered around a high-hitpoint tank that the opponent mathematically cannot stop.
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.
If a lone enemy Knight is walking toward your tower, you simply ignore it, absorbing 500 damage but keeping your elixir bar full.
- 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.
Building the Deathball
As the tank trudges forward, absorbing all the tower shots and defensive spells, your support units safely annihilate anything in their path.
When assembled correctly, this ‘deathball’ becomes a self-sustaining engine of destruction that plows through buildings and troops alike.
| Strategy Stage | Objective |
|---|---|
| Single 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-push |
| Double 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 |
Inducing Panic
This often induces panic, causing them to make desperate, ill-advised attacks that you can easily crush.
Play Beatdown with absolute confidence and a willingness to take a punch.
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