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The entire combat system is just a highly complex, beautifully animated game of Rock, Paper, Scissors.
Learning exactly how these three categories interact is the first step toward building a viable deck and predicting enemy movements.
Swarm, Splash, Single-Target
The rules of the arena are simple: Swarms overwhelm Single-Target units; Splash Damage obliterates Swarms; and Single-Target units destroy Splash Damage.
If you blindly play a swarm without baiting out their splash damage first, you are throwing your elixir away.
Only launch a Swarm attack when you know their Splash unit is not in their hand.Air units add a secondary layer to the triangle.Sacrificing a cheap card to get to your primary defense is acceptable.
Breaking the Triangle
If your opponent only has one 'Scissors' (Splash spell) in their deck, and you bring three 'Papers' (Swarms), they literally cannot stop you.
This high-level psychological warfare turns the simple combat triangle into a complex game of mental chess.
Unit CategoryStrengthsWeaknessesMultiple Small UnitsHigh DPS single-target tanks, Princes, P.E.K.K.AsWizards, Valkyries, Bomb Towers, The LogSplash DamageSkeleton Armies, Minion Hordes, Goblin GangsHigh health single-target units, Mini P. If you liked this posting and you would like to get much more info concerning tower rush kindly stop by our own web site. E.K.K.As, Heavy Spells
The Evolution of Balance
If Splash units become too strong, nobody will play Swarms, and Single-Target units will dominate the ladder.
Master the triangle, and the trophies will follow naturally.
This will delete the page "The Rock-Paper-Scissors Strategy in Tower Rush". Please be certain.