|
|
@ -0,0 +1,15 @@ |
|
|
|
|
|
<br>Beatdown is the most visceral, straightforward, and terrifying strategy in the entire arena battler genre.<br> |
|
|
|
|
|
<br>You must be willing to sacrifice the health of your own towers to build an overwhelming elixir advantage.<br> |
|
|
|
|
|
Trading Health for Elixir |
|
|
|
|
|
<br>The biggest mistake novice Beatdown players make is trying to defend every single cheap attack the opponent throws at them.<br> |
|
|
|
|
|
<br>You are intentionally losing the battle in the first two minutes to guarantee that you win the war in the final minute.<br> |
|
|
|
|
|
Stall the game.Don't stack your support units too closely behind the tank.Reset, absorb damage, and wait for the double elixir phase. |
|
|
|
|
|
Synergy Behind the Tank |
|
|
|
|
|
<br>A Golem or Giant is virtually useless on its own; it will simply be surrounded and killed by cheap skeletons.<br> |
|
|
|
|
|
<br>You must build a synergistic support squad that covers every possible defensive response the opponent might have.<br> |
|
|
|
|
|
The Game PlanObjectiveSingle 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-pushDouble 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 |
|
|
|
|
|
<br>They know that in fifteen seconds, a massive, game-ending threat will arrive at their bridge.<br> |
|
|
|
|
|
<br>Play Beatdown with absolute confidence and a willingness to take a punch.<br> |
|
|
|
|
|
|
|
|
|
|
|
Here is more info about [tower rush](https://www.sheffhomes.co.uk/author/andreakruttsch/) look at our website. |