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.


This article explores the fundamental definition of a Win Condition, the different categories available, and why your deck will fail without one.

What Makes a Win Condition?

This targeted behavior ensures that if they cross the bridge, the opponent MUST respond with defensive buildings or massive damage, or they will lose the tower instantly.


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.If you have a Hog Rider and they have a Cannon, you must out-cycle the Cannon.Wait until you have an elixir advantage or their primary counter is out of rotation before deploying it.
How They Attack

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 StrategyThe UnitsThe PlaystyleHeavy Beatdown TanksGolem, Lava Hound, Electro GiantBuilds a massive 15-elixir push that is mathematically impossible to stop in a single engagementFast Cycle PunishersHog Rider, Wall Breakers, BanditConstantly chips the tower for small amounts of damage by out-rotating the opponent's defenses
Identifying Your Style

If your answer is "I hope my elite barbarians just run past everything," your deck is fundamentally flawed.


Find your condition, and execute it flawlessly.


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