Mastering Beatdown Decks in Tower Rush

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If Cycle decks are a surgeon's scalpel and Siege decks are a sniper rifle, the 'Beatdown' archetype is a massive, blunt sledgehammer.


You must be willing to sacrifice the health of your own towers to build an overwhelming elixir advantage.


Taking Smart Damage


The biggest mistake novice Beatdown players make is trying to defend every single cheap attack the opponent throws at them.


You are intentionally losing the battle in the first two minutes to guarantee that you win the war in the final minute.


  • Never play your heavy tank as your very first card.
  • Always place your massive tank at the absolute furthest tile in the back of the arena.
  • If they rush the opposite lane when you drop your tank in the back, do not panic.

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.


If you have a Night Witch for melee DPS and bat swarms, you also need a Baby Dragon or Electro Dragon to provide splash damage against enemy swarms.


Beatdown PhaseWhat to Do
Single 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-push
Double 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

The Slow March to Victory


When you drop an 8-elixir Golem in the back of the arena, a massive psychological timer begins for your opponent.


Play Beatdown with absolute confidence and a willingness to take a punch.



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