Top Cards for Sudden Death in Tower Rush

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You are no longer playing a game of slow, methodical advantages; you are playing 'Sudden Death', where the first player to destroy a single tower wins the match instantly.


A massive, slow-moving Golem that takes thirty seconds to cross the map is often useless in a panicked Sudden Death scenario.


Nuking for the Win


You completely abandon all ground attacks and simply launch massive damage spells directly at their tower while defending flawlessly.


If you know your opponent's tower is at 550 health, and you have a Rocket in your hand, you have already mathematically won the game.


  • If you miss or it doesn't kill the tower, you will lose instantly to the counter-attack.
  • If your Rocket does 591 damage, and the tower has 592 health, DO NOT cast it.
  • Always try to clip an enemy troop when spell cycling the tower in overtime.

Fast Damage in Overtime


If you do not have a heavy spell, or the tower health is too high to spell cycle, you must rely on units that can guarantee near-instant damage.


Similarly, fast 'Bridge Spam' units like the Bandit or the Royal Ghost are terrifying in Overtime.


Match StateThe Execution
Opponent tower is at 400 HPImmediate Spell Cycle; ignore attacking with troops, defend flawlessly, and launch the Rocket/Fireball for the guaranteed win
Both towers are at full HP in OTPlay incredibly safe; rely on Miners or Goblin Barrels for safe chip damage; never play an 8-elixir tank in the back

Staying Cold Under Pressure


Playing in Sudden Death is an intense test of nerves and mathematical precision.


Overtime is where legends are made and phones are broken.



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