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If you allow a Beatdown player to execute their strategy flawlessly, there is mathematically no combination of cards that can stop a fully supported Golem push from destroying your tower.
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However, the strategy has massive, glaring weaknesses in its early stages that can be brutally exploited.
+The Golden Rule: Punish the Investment
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This is your window of opportunity, and you must exploit it with absolute, ruthless aggression.
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They are forced into a terrible dilemma: they must either let you destroy their opposite tower completely, or they must desperately spend their generating elixir to defend your attack.
+Your attacking troops will simply lock onto the massive Golem, completely wasting their damage.Do not over-commit on your punish.If you do not have a fast punish card in your hand when they drop the Golem, you are in trouble.
+Killing the Support
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The biggest mistake players make is trying to kill the Golem first; the Golem is just a meat shield, the actual damage comes from the Night Witch and Electro Dragon behind it.
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Once the support troops cross the river, you instantly drop a 'mini-tank' (like a Valkyrie or Knight) directly on top of them, completely ignoring the Golem.
+The StageThe ObjectiveSingle Elixir (First 2 Minutes)Aggressively punish every single time they play an expensive card; you must secure a massive damage lead earlyDouble Elixir (Final Minute)Play hyper-defensively; use buildings to pull the Golem to the center and focus all your spells on killing their support troops
+Do Not Fear the Rock
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Defeating a Golem deck requires absolute discipline and the courage to ignore a massive threat to secure an advantage elsewhere.
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Punish their investments, isolate their tank, and assassinate their support.
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+Should you have almost any queries concerning exactly where and how to use [tower rush](https://git.gnyra.com/sibyljacobs456/6111tower-rush/wiki/How-to-Survive-an-Early-Rush-in-Tower-Rush), you can call us on our own webpage.
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