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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>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.<br> |
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The Art of the Sacrifice |
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<br>The biggest mistake novice Beatdown players make is trying to defend every single cheap attack the opponent throws at them.<br> |
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<br>You are intentionally losing the battle in the first two minutes to guarantee that you win the war in the final minute.<br> |
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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. |
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Synergy Behind the Tank |
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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>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.<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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Inducing Panic |
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<br>When you drop an 8-elixir Golem in the back of the arena, a massive psychological timer begins for your opponent.<br> |
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<br>Let them scratch your armor; you are preparing to bring down the whole castle.<br> |
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