Mastering Beatdown Decks in Tower Rush

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Your goal in the first two minutes is simply to survive without losing a tower completely.

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


This guide will teach you the art of absorbing damage, building the deathball, and crushing the enemy under the weight of your push.


Trading Health for Elixir


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


Therefore, a true Beatdown player views their Princess tower health as a currency to be spent freely.


  • Your goal in the first two minutes is simply to survive without losing a tower completely.
  • A single Poison spell will ruin your entire push if they are clumped together.
  • If your first massive push fails to take the tower, do not force a second one immediately.

Building the Deathball


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.


Strategy StageYour Goal
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 Psychological Weight of the Push


This often induces panic, causing them to make desperate, ill-advised attacks that you can easily crush.


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



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