Add 'Mastering Beatdown Decks in Tower Rush'

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Barry Funderburk 3 weeks ago
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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>
<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>
Trading Health for Elixir
<br>The biggest mistake novice Beatdown players make is trying to defend every single cheap attack the opponent throws at them.<br>
<br>You are intentionally losing the battle in the first two minutes to guarantee that you win the war in the final minute.<br>
Your goal in the first two minutes is simply to survive without losing a tower completely.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.
Synergy Behind the Tank
<br>A Golem or Giant is virtually useless on its own; it will simply be surrounded and killed by cheap skeletons.<br>
<br>When assembled correctly, this 'deathball' becomes a self-sustaining engine of destruction that plows through buildings and troops alike.<br>
Primary Win ConditionHow it DiffersThe Golem (8 Elixir)The heaviest, slowest investment; requires the most sacrifice but creates the most unstoppable push when fully supportedThe Giant (5 Elixir)Cheaper and faster, allowing for more aggressive, mid-game pushes and significantly better defensive utility
Inducing Panic
<br>When you drop an 8-elixir Golem in the back of the arena, a massive psychological timer begins for your opponent.<br>
<br>Play Beatdown with absolute confidence and a willingness to take a punch.<br>
To check out more regarding [tower rush](https://git.tobiasweise.dev/armandorlandi) visit our web-page.

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