The Role Of RNG And Starting Hands In Tower Rush

De apds
Aller à : navigation, rechercher


Competitive arena battlers pride themselves on being games of pure skill, strategic deck building, and precise mechanical execution.


This initial dose of RNG can drastically alter the flow of the match, occasionally creating scenarios where a player is mathematically guaranteed to take massive damage before they can even react.

When Luck Fails You

For example, imagine you are playing a deck with a Cannon and a Log to defend against Hog Riders and Goblin Barrels.


In these scenarios, your only goal is 'damage control'; you must accept that you will take a hit, minimize the bleeding using whatever cards you have, and focus on fixing your rotation immediately.

A cheap deck can fix a bad rotation in 3 seconds; a heavy deck cannot.If you have the perfect counter, you win the game instantly.Accept that RNG will occasionally screw you.
Testing the Waters

Conversely, the RNG of starting hands creates opportunities for massive, immediate advantages if you are willing to take a calculated risk.


They will then launch a massive counter-push with a significant elixir advantage, likely resulting in you losing a tower immediately.

Game FactorImpact on OpeningDeck Average Elixir CostHeavier decks suffer exponentially more from bad starting hands because they cannot afford to cycle useless cards awayFixed Starting Hands in Tournaments (Requested Feature)The community constantly asks developers to let players choose their opening 4 cards to remove this RNG entirely, but devs refuse, claiming RNG keeps the game exciting
The Chaos of the Arena

The developers intentionally maintain the randomness of starting hands to ensure that matches do not become perfectly scripted, robotic sequences of identical plays.


Play the hand you are dealt, minimize the damage, and wait for your moment to strike back.


If you beloved this article and you also would like to acquire more info concerning tower rush please visit our own web-page.