While this might result in a deck with strong defensive capabilities, it usually completely lacks a cohesive strategy for actually destroying the enemy tower.
It is the card that mathematically guarantees tower damage if supported correctly, bypassing or overwhelming the enemy's defenses.
The Tower Targeters
The most reliable Win Conditions are troops that are programmed specifically to ignore all enemy units and target buildings exclusively.
Conversely, a card like the P.E.K. Should you loved this short article and you wish to receive more details about tower rush i implore you to visit the web-site. K.A or the Mega Knight is often mistakenly classified as a Win Condition by beginners.
- A deck without a building-targeter will struggle immensely to break through a skilled defensive player.
- You can have a secondary win condition.
- Protect your Win Condition at all costs.
Categorizing Win Conditions
Heavy Tanks (Golem, Giant) are the core of Beatdown decks; they are incredibly slow and expensive, requiring massive support to function.
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 | The Units | How it Wins |
|---|---|---|
| Direct Damage / Bait | Goblin Barrel, Miner, Graveyard | Spawns directly on the enemy tower, forcing specific spell responses or guaranteeing instant damage |
| Siege Artillery | X-Bow, Mortar | Shoots the enemy tower from safely behind your own side of the river, forcing the opponent to attack into your 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.