Mastering Cycle Decks in Tower Rush

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In sudden death, you can throw three Fireballs at the enemy tower in the time it takes them to play one heavy push. Cycle decks are fantastic for punishing mistakes.

In the vast ecosystem of competitive arena battlers, few strategies are as respected, despised, and mechanically demanding as the 'Cycle' archetype.


This article breaks down the immense advantages and crippling disadvantages of adopting the fast-paced cycle lifestyle.


Why Cycle Decks Dominate


The primary advantage of a cycle deck is the ability to dictate the pace of the match entirely.


If an opponent uses a six-elixir Rocket to destroy your three-elixir Cannon, you simply play two cheap skeletons to fix your rotation and you are instantly ahead in elixir.


  • In sudden death, you can throw three Fireballs at the enemy tower in the time it takes them to play one heavy push.
  • Cycle decks are fantastic for punishing mistakes.
  • You dictate the flow of the game.

The Dark Side of Speed


The massive, glaring downside of playing a cycle deck is the complete lack of defensive safety nets.


When the opponent is generating elixir twice as fast, they can afford to play multiple heavy threats simultaneously, completely overwhelming your cheap defenses.


ConThe Problem
OverwhelmedCannot physically output enough damage to stop a massive 15-elixir push in the final minute of the game
Mechanical DemandA single missed spell or slightly misplaced building results in an immediate, unrecoverable loss

The Verdict


However, if you are willing to put in the time, it is undeniably the most rewarding archetype in the game.


Winning a match by flawlessly defending a massive army with a handful of skeletons is the ultimate flex.



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