Winning in Sudden Death in Tower Rush
A standard three-minute match is often just an intricate dance of probing defenses and testing the opponent’s card rotation.
You are no longer trying to build a massive, complex push to three-crown the enemy; you only need to secure one final, decisive blow.
Nuking the Tower
The match devolves into a desperate ‘spell-cycle’ race, where you ignore traditional attacks and instead spam heavy spells directly at their tower.
However, if you calculate the math wrong and they destroy your tower with troops before your spells finish theirs, you will lose in incredibly frustrating fashion.
- Memorize the exact crown tower damage of your spells.
- If you are spell cycling, place your defensive buildings perfectly to stall their troops as long as possible.
- Maximize value.
The Sucker Punch
In many matches, both players spend the entire three minutes attacking and defending the exact same lane, leaving one Princess tower severely damaged and the other completely untouched.
Because they are suffering from extreme tunnel vision and lack elixir, they will be completely caught off guard and unable to defend.
| Unit Category | OT Strength |
|---|---|
| The Finisher | Can be placed directly on the weak tower instantly; forces the opponent to predict the exact placement tile |
| The Closer | Allows your surviving troops just 3 seconds of uncontested attacks to secure the final blow; high risk, high reward |
Mastering the Nerves
Overtime is designed to make you panic, causing your hands to sweat and your heart rate to spike.
Earn it with a cold, calculating mind.
In the event you loved this short article and you would like to receive details regarding tower rush generously visit the webpage.
