Surviving Double Elixir in Tower Rush

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The Shift in Deck Viability During the first two minutes, cheap, fast cycle decks hold a massive advantage; they can easily outpace heavy beatdown decks that struggle to afford their 8-elixir tanks.

For the first two minutes of a standard arena battle, the game is a delicate, methodical chess match.


The doubled generation rate means you are suddenly forced to make tactical decisions twice as fast, managing massive armies on both sides of the screen simultaneously.


The Shift in Deck Viability


During the first two minutes, cheap, fast cycle decks hold a massive advantage; they can easily outpace heavy beatdown decks that struggle to afford their 8-elixir tanks.


They can drop a Golem in the back and still generate enough elixir to completely surround it with devastating support troops before it even crosses the bridge.


  • The math has changed; your strategy must change with it.
  • If you are playing a heavy deck, do not panic if you are losing in single elixir.
  • You can afford to throw a 6-elixir Rocket if the game is close.

Keeping a Cool Head


This leads to 'Panic Spells'—dropping a Fireball that completely misses the target, or Logging a heavy tank instead of the swarm behind it.


The player who wins the double elixir phase is usually not the player with the best deck, but the player with the lowest heart rate.


The Player's MindHow They Play
Tilted / PanickedSpams cards randomly at the bridge without synergy, misses crucial spells, leaks elixir while thinking
Focused / 'In the Zone'Ignores minor damage to build massive pushes, executes perfect predictive spells, maintains absolute control of the pace

The Adrenaline Rush


The feeling of perfectly defending a massive, chaotic push in the final ten seconds of a match provides an unparalleled rush of adrenaline.


The final minute is all that matters.



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