What is a Win Condition in Tower Rush?
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While this might result in a deck with strong defensive capabilities, it usually completely lacks a cohesive strategy for actually destroying the enemy tower.
A Win Condition is not just a card that deals damage; it is the primary engine of your entire offensive strategy.
The Tower Targeters
Cards like the Giant, Hog Rider, and Golem are pure Win Conditions because they will literally walk past an attacking P.E.K.K. If you beloved this posting and you would like to acquire more info relating to tower rush kindly take a look at our web site. A to punch the enemy tower.
If your opponent can easily prevent your 'attacker' from ever touching the tower using cheap distractions, it is not a true Win Condition.
- In certain Siege or Cycle decks, the Rocket is the primary method of destroying the tower in overtime.
- Always know the opponent's counter to your Win Condition.
- Wait until you have an elixir advantage or their primary counter is out of rotation before deploying it.
The Different Archetypes of Winning
They rely on overwhelming the opponent with sheer stats and raw hitpoints during the double elixir phase.
Direct Damage (Miner, Goblin Barrel) and Siege (X-Bow, Mortar) bypass the traditional bridge crossing entirely, attacking the tower from unexpected angles or distances.
| The Strategy | Top Cards | The Playstyle |
|---|---|---|
| Heavy Beatdown Tanks | Golem, Lava Hound, Electro Giant | Builds a massive 15-elixir push that is mathematically impossible to stop in a single engagement |
| Fast Cycle Punishers | Hog Rider, Wall Breakers, Bandit | Constantly chips the tower for small amounts of damage by out-rotating the opponent's defenses |
Identifying Your Style
Before you ever queue up for a match, look at your deck and ask yourself: "How exactly am I going to destroy the tower?"
Find your condition, and execute it flawlessly.
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