Add Mastering Beatdown Decks in Tower Rush
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Mastering-Beatdown-Decks-in-Tower-Rush.md
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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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Taking Smart Damage
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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>If a lone enemy Knight is walking toward your tower, you simply ignore it, absorbing 500 damage but keeping your elixir bar full.<br>
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Your goal in the first two minutes is simply to survive without losing a tower completely.Space them out.Reset, absorb damage, and wait for the double elixir phase.
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Synergy Behind the Tank
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<br>As the tank trudges forward, absorbing all the tower shots and defensive spells, your support units safely annihilate anything in their path.<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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The Game PlanYour GoalSingle 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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The Psychological Weight of the Push
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<br>They know that in fifteen seconds, a massive, game-ending threat will arrive at their bridge.<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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If you have any type of concerns regarding where and how to use [tower rush](https://git.limework.net/rustywieck963), you could contact us at the site.
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