diff --git a/Mastering-Beatdown-Decks-in-Tower-Rush.md b/Mastering-Beatdown-Decks-in-Tower-Rush.md new file mode 100644 index 0000000..6be126a --- /dev/null +++ b/Mastering-Beatdown-Decks-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
If Cycle decks are a surgeon's scalpel and Siege decks are a sniper rifle, the 'Beatdown' archetype is a massive, blunt sledgehammer.
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This guide will teach you the art of absorbing damage, building the deathball, and crushing the enemy under the weight of your push.
+Taking Smart Damage +
If you spend 4 elixir defending a 3-elixir Goblin Barrel, you will never accumulate the massive reserves needed to deploy your 8-elixir Golem.
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You are intentionally losing the battle in the first two minutes to guarantee that you win the war in the final minute.
+It is too risky; you have no idea what the opponent's deck is yet.This gives you maximum time to regenerate elixir before it crosses the bridge.If they rush the opposite lane when you drop your tank in the back, do not panic. +The Unstoppable Push +
A Golem or Giant is virtually useless on its own; it will simply be surrounded and killed by cheap skeletons.
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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.
+Beatdown TankPlaystyle NuanceThe 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 +
When you drop an 8-elixir Golem in the back of the arena, a massive psychological timer begins for your opponent.
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Play Beatdown with absolute confidence and a willingness to take a punch.
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