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<br>When the standard three-minute match timer expires and the game enters Overtime, the fundamental rules of engagement shift dramatically.<br> |
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<br>This article analyzes the absolute best cards to have in your rotation when the Overtime clock begins ticking down.<br> |
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Nuking for the Win |
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<br>The Rocket is the absolute king of Sudden Death; it deals the highest burst damage in the game, capable of taking nearly 600 hitpoints off a tower instantly.<br> |
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<br>The Lightning spell is the secondary option; while it deals slightly less damage than the Rocket, it deploys almost instantly and has a massive radius, making it impossible to miss.<br> |
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You must play perfect defense for a full minute to pull this off.If the opponent is spell cycling you, you must pressure them so heavily they cannot afford to spend 6 elixir on a spell.Poison is risky in Sudden Death because it takes 8 seconds to deal its full damage. |
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The Surprise Attackers |
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<br>The Miner is the quintessential Sudden Death troop; because he tunnels underground, he can be deployed directly on the enemy tower instantly.<br> |
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<br>If the opponent makes a slight defensive error or overcommits by 2 elixir, a Bandit dropped at the bridge will dash to the tower in less than two seconds.<br> |
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Sudden Death CardThe Overtime AdvantageRisk LevelThe MinerCan be placed instantly anywhere; bypasses all ground defenses and guarantees chip damage if the opponent predicts wrongLow Risk; only costs 3 elixir, leaving plenty of energy for defenseThe Freeze SpellStops all enemy defenses for 4 seconds; if you have even a single Skeleton near their tower, Freeze guarantees massive damageExtreme Risk; if it fails to take the tower, you wasted 4 elixir and they have a massive counter-push ready |
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The Psychology of the Final Hit |
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<br>The player who panics and throws a desperate, unsupported push will almost always lose to the player who calmly executes their win condition.<br> |
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<br>Leave the panic to your opponent.<br> |
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