Deleting the wiki page 'Mastering Beatdown Decks in Tower Rush' cannot be undone. Continue?
If Cycle decks are a surgeon's scalpel and Siege decks are a sniper rifle, the 'Beatdown' archetype is a massive, blunt sledgehammer.
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.
The Art of the Sacrifice
The biggest mistake novice Beatdown players make is trying to defend every single cheap attack the opponent throws at them.
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.Space them out.If your first massive push fails to take the tower, do not force a second one immediately.
Synergy Behind the Tank
A Golem or Giant is virtually useless on its own; it will simply be surrounded and killed by cheap skeletons.
If you have a Night Witch for melee DPS and bat swarms, you also need a Baby Dragon or Electro Dragon to provide splash damage against enemy swarms.
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
Inducing Panic
When you drop an 8-elixir Golem in the back of the arena, a massive psychological timer begins for your opponent.
Let them scratch your armor; you are preparing to bring down the whole castle.
If you liked this post and you would like to get even more info pertaining to tower rush kindly see the web-page.
Deleting the wiki page 'Mastering Beatdown Decks in Tower Rush' cannot be undone. Continue?