Add Defeating Fast Decks in Tower Rush
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<br>There is a distinct, panic-inducing feeling that occurs when you realize your opponent is playing a hyper-fast Cycle or Bridge Spam deck.<br>
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<br>Fast decks prey entirely on players who panic, over-defend, and leak elixir.<br>
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Breaking Their Momentum
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<br>The primary win condition of any Cycle deck is out-pacing your specific defensive counter.<br>
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<br>By keeping a building alive in the center, you fundamentally slow down the pace of the entire match, preventing them from spamming the bridge freely.<br>
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If their Bandit is going to hit your tower once, let it hit.If they try to snipe your Cannon with a Magic Archer from the river, kill the Archer instantly.Maximize the walking distance so both Princess towers can shoot them.
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The Double Elixir Deathball
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<br>You will take chip damage, you will be constantly reacting, and you will feel like you are losing the entire time.<br>
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<br>Once your tank crosses the river supported by heavy splash units, their cheap 1-elixir skeletons and ice spirits will be utterly useless, and their defenses will shatter under the weight of the deathball.<br>
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The Speedy ThreatThe GoalYour Hard CounterHog / Balloon Cycle (2.6 Cost)Out-rotates your defensive building, allowing the attacker a free, clear path to the towerUse Tornado to pull the attacker to your King Tower early; King Tower activation ruins their math entirelyBridge Spam (P.E. If you loved this report and you would like to get much more details relating to [tower rush](https://interiorpaulistaimoveis.com.br/author/shariperl2414/) kindly visit our own web-page. K.K.A / Ram)Punishes you the exact second you spend 5+ elixir in the back by rushing the opposite lanePlay hyper-defensively in the middle; never play expensive cards in the back during single elixir
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The Calm Before the Storm
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<br>Fast decks rely heavily on causing panic and capitalizing on the clumsy, expensive mistakes that follow.<br>
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<br>Speed is an illusion if it crashes into an unmovable object.<br>
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