Add Mastering Beatdown Decks in Tower Rush
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<br>If Cycle decks are a surgeon's scalpel and Siege decks are a sniper rifle, the 'Beatdown' archetype is a massive, blunt sledgehammer.<br>
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<br>This guide will teach you the art of absorbing damage, building the deathball, and crushing the enemy under the weight of your push.<br>
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Taking Smart Damage
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<br>Because your deck is full of expensive, heavy cards, you cannot afford to play a fast-paced defensive game against a cycle deck.<br>
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<br>Therefore, a true Beatdown player views their Princess tower health as a currency to be spent freely.<br>
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Your goal in the first two minutes is simply to survive without losing a tower completely.Don't stack your support units too closely behind the tank.Reset, absorb damage, and wait for the double elixir phase.
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Building the Deathball
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<br>A Golem or Giant is virtually useless on its own; it will simply be surrounded and killed by cheap skeletons.<br>
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<br>When assembled correctly, this 'deathball' becomes a self-sustaining engine of destruction that plows through buildings and troops alike.<br>
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Strategy StageObjectiveSingle 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-pushDouble 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
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The Psychological Weight of the Push
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<br>They know that in fifteen seconds, a massive, game-ending threat will arrive at their bridge.<br>
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<br>Unleash the behemoth, and claim your three crowns.<br>
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