Add Mastering Beatdown Decks in Tower Rush
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<br>The philosophy is brutally simple: construct a massive, incredibly expensive push centered around a high-hitpoint tank that the opponent mathematically cannot stop.<br>
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<br>You must be willing to sacrifice the health of your own towers to build an overwhelming elixir advantage.<br>
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Trading Health for Elixir
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<br>Because your deck is full of expensive, heavy cards, you cannot afford to play a fast-paced defensive game against a cycle deck.<br>
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<br>You are intentionally losing the battle in the first two minutes to guarantee that you win the war in the final minute.<br>
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Your goal in the first two minutes is simply to survive without losing a tower completely.A single Poison spell will ruin your entire push if they are clumped together.If your first massive push fails to take the tower, do not force a second one immediately.
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Synergy Behind the Tank
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<br>A Golem or Giant is virtually useless on its own; it will simply be surrounded and killed by cheap skeletons.<br>
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<br>When assembled correctly, this 'deathball' becomes a self-sustaining engine of destruction that plows through buildings and troops alike.<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>This often induces panic, causing them to make desperate, ill-advised attacks that you can easily crush.<br>
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<br>Play Beatdown with absolute confidence and a willingness to take a punch.<br>
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