Add What is a Win Condition in Tower Rush?
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<br>To win consistently on the competitive ladder, every single deck must be built around a specific, reliable 'Win Condition'.<br>
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<br>This article explores the fundamental definition of a Win Condition, the different categories available, and why your deck will fail without one.<br>
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The Tower Targeters
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<br>The most reliable Win Conditions are troops that are programmed specifically to ignore all enemy units and target buildings exclusively.<br>
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<br>Conversely, a card like the P.E.K.K. If you want to find out more info in regards to [tower rush](http://162.215.134.149:4000/jovitakpi36009) visit the site. A or the Mega Knight is often mistakenly classified as a Win Condition by beginners.<br>
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In certain Siege or Cycle decks, the Rocket is the primary method of destroying the tower in overtime.If you have a Hog Rider and they have a Cannon, you must out-cycle the Cannon.Wait until you have an elixir advantage or their primary counter is out of rotation before deploying it.
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The Different Archetypes of Winning
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<br>Heavy Tanks (Golem, Giant) are the core of Beatdown decks; they are incredibly slow and expensive, requiring massive support to function.<br>
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<br>Fast Punishers (Hog Rider, Ram Rider) are the core of Cycle and Bridge Spam decks; they are cheap, incredibly fast, and demand an instant reaction.<br>
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Attacker TypeExamplesExecutionHeavy Beatdown TanksGolem, Lava Hound, Electro GiantBuilds a massive 15-elixir push that is mathematically impossible to stop in a single engagementFast Cycle PunishersHog Rider, Wall Breakers, BanditConstantly chips the tower for small amounts of damage by out-rotating the opponent's defenses
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The Core of Your Strategy
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<br>Before you ever queue up for a match, look at your deck and ask yourself: "How exactly am I going to destroy the tower?"<br>
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<br>Find your condition, and execute it flawlessly.<br>
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