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Founded Date December 2, 1907
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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.
This guide will teach you the art of absorbing damage, building the deathball, and crushing the enemy under the weight of your push.
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.
- 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.
The Unstoppable Push
As the tank trudges forward, absorbing all the tower shots and defensive spells, your support units safely annihilate anything in their path.
You must build a synergistic support squad that covers every possible defensive response the opponent might have.
| The Game Plan | 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
When you drop an 8-elixir Golem in the back of the arena, a massive psychological timer begins for your opponent.
Unleash the behemoth, and claim your three crowns.
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