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| <br>Because the match ends the exact millisecond a tower hits zero hitpoints, certain cards become exponentially more valuable, while others become complete liabilities.<br> | |||||
| <br>A massive, slow-moving Golem that takes thirty seconds to cross the map is often useless in a panicked Sudden Death scenario.<br> | |||||
| Nuking for the Win | |||||
| <br>The Rocket is the absolute king of Sudden Death; it deals the highest burst damage in the game, capable of taking nearly 600 hitpoints off a tower instantly.<br> | |||||
| <br>Every top-tier competitive deck must include at least one heavy spell specifically designed to close out tight matches in Sudden Death.<br> | |||||
| If you miss or it doesn't kill the tower, you will lose instantly to the counter-attack.Memorize the exact damage your heavy spell does to crown towers.It maintains your elixir efficiency while dealing the necessary damage. | |||||
| Fast Damage in Overtime | |||||
| <br>The Miner is the quintessential Sudden Death troop; because he tunnels underground, he can be deployed directly on the enemy tower instantly.<br> | |||||
| <br>If the opponent makes a slight defensive error or overcommits by 2 elixir, a Bandit dropped at the bridge will dash to the tower in less than two seconds.<br> | |||||
| Sudden Death CardOT MechanicThe DangerThe MinerCan be placed instantly anywhere; bypasses all ground defenses and guarantees chip damage if the opponent predicts wrongLow Risk; only costs 3 elixir, leaving plenty of energy for defenseThe Freeze SpellStops all enemy defenses for 4 seconds; if you have even a single Skeleton near their tower, Freeze guarantees massive damageExtreme Risk; if it fails to take the tower, you wasted 4 elixir and they have a massive counter-push ready | |||||
| Staying Cold Under Pressure | |||||
| <br>The player who panics and throws a desperate, unsupported push will almost always lose to the player who calmly executes their win condition.<br> | |||||
| <br>Leave the panic to your opponent.<br> | |||||
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