diff --git a/Mastering-Beatdown-Decks-in-Tower-Rush.md b/Mastering-Beatdown-Decks-in-Tower-Rush.md new file mode 100644 index 0000000..e5392c1 --- /dev/null +++ b/Mastering-Beatdown-Decks-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
Beatdown is the most visceral, straightforward, and terrifying strategy in the entire arena battler genre.
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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 +
The biggest mistake novice Beatdown players make is trying to defend every single cheap attack the opponent throws at them.
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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.
+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. +Building the Deathball +
A Golem or Giant is virtually useless on its own; it will simply be surrounded and killed by cheap skeletons.
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When assembled correctly, this 'deathball' becomes a self-sustaining engine of destruction that plows through buildings and troops alike.
+The Game PlanWhat to DoSingle 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 +The Psychological Weight of the Push +
This often induces panic, causing them to make desperate, ill-advised attacks that you can easily crush.
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Let them scratch your armor; you are preparing to bring down the whole castle.
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