Your defensive structure acts as the anchor of your entire strategy, dictating exactly what types of enemy pushes you can comfortably survive.
Making the wrong choice will leave a glaring weakness in your roster that experienced opponents will ruthlessly exploit.
Melting the Behemoths
The Inferno Tower is the ultimate example, possessing a damage beam that ramps up exponentially the longer it stays locked on a single target.
These buildings are absolutely mandatory if the current competitive meta is heavily dominated by slow, expensive 'beatdown' decks.
- It is fragile but highly efficient.
- Don't pre-place an Inferno Tower too early.
- Don't let the tank connect.
Area of Effect Buildings
A Bomb Tower placed in the center of the arena can single-handedly stop a massive, ten-elixir swarm push while taking minimal damage.
If a heavy tank locks onto a Bomb Tower, the building will barely scratch the tank's armor before crumbling into dust.
| Tower Type | Optimal Use Case | Biggest Weakness |
|---|---|---|
| Tank Killer | Golem, Giant, Lava Hound, Mega Knight | Wastes time killing cheap units one by one |
| Splash Damage (e.g. In case you loved this article and you wish to receive much more information regarding tower rush generously visit our website. , Bomb Tower) | Clears dozens of units with a single attack | Lacks the raw damage to stop a massive push |
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.
Master the placements of both architectural styles, and you will construct an impenetrable fortress.