A perfectly utilized defensive commander can generate absurd elixir leads, completely shutting down pushes that cost twice as much energy.
Choosing a defensive champion forces you to play a more patient, analytical game, focusing on counter-attacks rather than brute-force assaults.
The Unmovable Objects
The most straightforward defensive champions are massive, heavily armored behemoths designed to absorb incredible amounts of punishment.
This combo can instantly delete twenty elixir worth of enemy troops for a fraction of the cost, setting you up for an unstoppable counter-push.
- Save the ability for when they are surrounded and low on health.
- The champion absorbs the hits while a musketeer or flying machine deals the actual damage.
- Space your placements carefully.
The Tacticians: Ranged Control Heroes
For players who prefer finesse over brute strength, ranged defensive champions offer unparalleled utility and board control.
The Golem melts in seconds, and because she was invisible, she takes zero damage from the enemy's supporting spells or troops.
| Hero Class | What it Excels At |
|---|---|
| The Stealth Sniper | Shredding massive, slow-moving tanks from a safe distance before they can reach the tower |
| Minion Master | Creating infinite cheap distractions to completely halt single-target attackers like the P.E. If you have any inquiries pertaining to the place and how to use tower rush, you can get hold of us at the website. K.K.A |
The Control Roster
You need a reliable, cheap win condition (like a Miner or Goblin Barrel) that can slowly chip away at the enemy tower while your champion handles the defense.
It is not as flashy as a massive beatdown push, but it is incredibly consistent and frustrating to play against.