|
|
|
@ -0,0 +1,15 @@ |
|
|
|
<br>There is a distinct, panic-inducing feeling that occurs when you realize your opponent is playing a hyper-fast Cycle or Bridge Spam deck.<br> |
|
|
|
<br>Fast decks prey entirely on players who panic, over-defend, and leak elixir.<br> |
|
|
|
Breaking Their Momentum |
|
|
|
<br>To break this relentless loop, you must utilize an 'anchor' defensive building, such as a Bomb Tower or a Tesla, placed perfectly in the center of the arena.<br> |
|
|
|
<br>By keeping a building alive in the center, you fundamentally slow down the pace of the entire match, preventing them from spamming the bridge freely.<br> |
|
|
|
Never over-defend a fast push.Protect your defensive building.Always pull their fast units to the center of the map. |
|
|
|
The Double Elixir Deathball |
|
|
|
<br>If you are playing a heavy Beatdown deck against a fast Cycle deck, you must accept that the first two minutes of the game will be miserable.<br> |
|
|
|
<br>The exact millisecond the clock hits 'Double Elixir', the power dynamic flips completely in your favor.<br> |
|
|
|
Anti-Speed PlayExecutionThe High Middle PlantPlacing your defensive building very high by the river to instantly intercept fast 'river-jumping' units like the Bandit or Royal GhostThe Predictive LogRolling a Log at the bridge exactly when you expect them to spam cheap units, instantly clearing their push and granting a positive trade |
|
|
|
The Calm Before the Storm |
|
|
|
<br>Fast decks rely heavily on causing panic and capitalizing on the clumsy, expensive mistakes that follow.<br> |
|
|
|
<br>Speed is an illusion if it crashes into an unmovable object.<br> |
|
|
|
|
|
|
|
If you enjoyed this information and you would like to get even more information pertaining to [tower rush](https://remember.es/sandycleland11) kindly browse through our page. |