While this might result in a deck with strong defensive capabilities, it usually completely lacks a cohesive strategy for actually destroying the enemy tower.
This article explores the fundamental definition of a Win Condition, the different categories available, and why your deck will fail without one.
The Tower Targeters
Cards like the Giant, Hog Rider, and Golem are pure Win Conditions because they will literally walk past an attacking P.E. When you loved this short article and you would want to receive more info regarding tower rush assure visit our web page. K.K.A to punch the enemy tower.
If your opponent can easily prevent your 'attacker' from ever touching the tower using cheap distractions, it is not a true Win Condition.
- In certain Siege or Cycle decks, the Rocket is the primary method of destroying the tower in overtime.
- Always know the opponent's counter to your Win Condition.
- Wait until you have an elixir advantage or their primary counter is out of rotation before deploying it.
Categorizing Win Conditions
They rely on overwhelming the opponent with sheer stats and raw hitpoints during the double elixir phase.
They rely on out-pacing the opponent's defensive rotation, sneaking in single hits over a long match.
| The Strategy | The Units | Execution |
|---|---|---|
| Heavy Beatdown Tanks | Golem, Lava Hound, Electro Giant | Builds a massive 15-elixir push that is mathematically impossible to stop in a single engagement |
| Fast Cycle Punishers | Hog Rider, Wall Breakers, Bandit | Constantly chips the tower for small amounts of damage by out-rotating the opponent's defenses |
Building the Perfect Deck
If your answer is "I hope my elite barbarians just run past everything," your deck is fundamentally flawed.
A deck with a clear purpose will always defeat a random collection of high-level cards.