There is a distinct, panic-inducing feeling that occurs when you realize your opponent is playing a hyper-fast Cycle or Bridge Spam deck.
Fast decks prey entirely on players who panic, over-defend, and leak elixir.
Establishing the Rhythm
To break this relentless loop, you must utilize an 'anchor' defensive building, such as a Bomb Tower or a Tesla, placed perfectly in the center of the arena.
These buildings not only stop the immediate threat but usually survive the encounter, remaining on the board as a massive physical barrier against their next rapid attack.
- If their Bandit is going to hit your tower once, let it hit.
- Your building is your lifeline.
- Always pull their fast units to the center of the map.
The Double Elixir Deathball
If you are playing a heavy Beatdown deck against a fast Cycle deck, you must accept that the first two minutes of the game will be miserable.
Once your tank crosses the river supported by heavy splash units, their cheap 1-elixir skeletons and ice spirits will be utterly useless, and their defenses will shatter under the weight of the deathball.
| Enemy Strategy | The Tactic | How to Beat It |
|---|---|---|
| Hog / Balloon Cycle (2.6 Cost) | Out-rotates your defensive building, allowing the attacker a free, clear path to the tower | Use Tornado to pull the attacker to your King Tower early; King Tower activation ruins their math entirely |
| Bridge Spam (P.E.K. Should you loved this information and you wish to receive details about tower rush generously visit our page. K.A / Ram) | Punishes you the exact second you spend 5+ elixir in the back by rushing the opposite lane | Play hyper-defensively in the middle; never play expensive cards in the back during single elixir |
The Calm Before the Storm
Fast decks rely heavily on causing panic and capitalizing on the clumsy, expensive mistakes that follow.
Speed is an illusion if it crashes into an unmovable object.