The primary choice boils down to a fundamental dichotomy: do you need area-of-effect splash damage, or massive single-target elimination?
Making the wrong choice will leave a glaring weakness in your roster that experienced opponents will ruthlessly exploit.
Melting the Behemoths
Their primary function is to lock onto an enemy Giant, Golem, or P.E.K.K.A and shred its health pool before it reaches your princess tower.
However, their massive, glaring weakness is their extreme vulnerability to cheap, multi-unit swarm cards.
The Cannon is a cheap, fast-cycling alternative to heavy towers.Don't pre-place an Inferno Tower too early.If they use a lightning spell to destroy your tower, you must immediately drop a backup melee unit.
Area of Effect Buildings
These structures are your absolute best defense against 'bait' decks that rely on overwhelming you with endless waves of goblins and skeletons.
If a heavy tank locks onto a Bomb Tower, the building will barely scratch the tank's armor before crumbling into dust.
Building StylePrimary TargetBiggest WeaknessHigh DPS BuildingGolem, Giant, Lava Hound, Mega KnightWastes time killing cheap units one by oneSplash Damage (e.g. If you are you looking for more information about tower rush take a look at the webpage. , Bomb Tower)Clears dozens of units with a single attackHeavy tanks, flying units (if ground only)
Making the Final Choice
If you already run three area-of-effect spells, you probably do not need a splash damage building; take a single-target killer instead.
Do not be afraid to switch your defensive building if you notice a sudden shift in the daily ladder meta.
1
Splash vs Single Target Defenses in Tower Rush
bridgethartfor edited this page 1 week ago