diff --git a/Mastering-Beatdown-Decks-in-Tower-Rush.md b/Mastering-Beatdown-Decks-in-Tower-Rush.md new file mode 100644 index 0000000..690edc1 --- /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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You must be willing to sacrifice the health of your own towers to build an overwhelming elixir advantage.
+Taking Smart Damage +
Because your deck is full of expensive, heavy cards, you cannot afford to play a fast-paced defensive game against a cycle deck.
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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.Don't stack your support units too closely behind the tank.If your first massive push fails to take the tower, do not force a second one immediately. +The Unstoppable Push +
As the tank trudges forward, absorbing all the tower shots and defensive spells, your support units safely annihilate anything in their path.
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When assembled correctly, this 'deathball' becomes a self-sustaining engine of destruction that plows through buildings and troops alike.
+Beatdown PhaseObjectiveSingle 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 +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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