Defeating Golem Decks in Tower Rush

If you allow a Beatdown player to execute their strategy flawlessly, there is mathematically no combination of cards that can stop a fully supported Golem push from destroying your tower.

However, the strategy has massive, glaring weaknesses in its early stages that can be brutally exploited.

Striking When They Are Weak

This is your window of opportunity, and you must exploit it with absolute, ruthless aggression.

They are forced into a terrible dilemma: they must either let you destroy their opposite tower completely, or they must desperately spend their generating elixir to defend your attack.

  • The ‘Punish’ must be a true threat.
  • If you successfully take their opposite tower during the punish, you can often afford to completely sacrifice your own tower to the Golem to reset the board state.
  • Beatdown players expect the punish.

Isolating the Tank and Spacing Defenses

If you fail to punish the Golem drop, or the game is in Double Elixir, you will eventually have to defend a fully supported push at your bridge.

The Golem will walk toward the building in the center, creating a massive physical gap between it and the support troops following it.

The Problem The Counter-Tactic
Night Witch (Spawns infinite bats behind the Golem) Use a perfectly timed Poison spell; it damages the Witch and instantly kills every wave of bats she spawns
Lightning Spell (Destroys your Inferno Tower instantly) Use the ‘Anti-Lightning’ placement; space your defensive building and your anti-air troops so far apart that one Lightning cannot hit both

Breaking the Behemoth

If you panic and try to fight the Golem head-on, you will be crushed under its weight.

Punish their investments, isolate their tank, and assassinate their support.

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