Surviving Double Elixir in Tower Rush

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For the first two minutes of a standard arena battle, the game is a delicate, methodical chess match.


The slow, methodical chess match transforms into an explosive, chaotic bar brawl where massive mistakes are made purely out of sensory overload.


The Beatdown Advantage


During the first two minutes, cheap, fast cycle decks hold a massive advantage; they can easily outpace heavy beatdown decks that struggle to afford their 8-elixir tanks.


They can drop a Golem in the back and still generate enough elixir to completely surround it with devastating support troops before it even crosses the bridge.


  • Because there is so much elixir, opponents will often attack both lanes simultaneously to overwhelm your reaction time.
  • If a tower is guaranteed to fall, let it fall and use that massive elixir generation to build an unstoppable counter-push on the other side.
  • They will cycle back to their win condition twice as fast.

Keeping a Cool Head


This leads to 'Panic Spells'—dropping a Fireball that completely misses the target, or Logging a heavy tank instead of the swarm behind it.


Breathe deeply, look exactly at the tiles where you need to place your defenses, and execute your plan systematically, completely ignoring the opponent's aggressive emotes.


The Player's MindThe Action
Tilted / PanickedSpams cards randomly at the bridge without synergy, misses crucial spells, leaks elixir while thinking
Focused / 'In the Zone'Ignores minor damage to build massive pushes, executes perfect predictive spells, maintains absolute control of the pace

The Thrill of the End


It is the crucible where true skill is tested and champions are forged.


Finish the fight.



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