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When novice players construct a new deck, they often simply fill all eight slots with their highest-level cards or their personal favorite characters.


This article explores the fundamental definition of a Win Condition, the different categories available, and why your deck will fail without one.


What Makes a Win Condition?


Cards like the Giant, Hog Rider, and Golem are pure Win Conditions because they will literally walk past an attacking P.E.K. If you have any questions regarding wherever and how to use tower rush, you can call us at the page. K.A to punch the enemy tower.


While these units deal massive damage, they target troops; this means they can easily be distracted and pulled across the map by a single 1-elixir skeleton.


  • A deck without a building-targeter will struggle immensely to break through a skilled defensive player.
  • You can have a secondary win condition.
  • Protect your Win Condition at all costs.

Categorizing Win Conditions


Win Conditions generally fall into three distinct categories: Heavy Tanks, Fast Punishers, and Direct Damage/Siege.


Direct Damage (Miner, Goblin Barrel) and Siege (X-Bow, Mortar) bypass the traditional bridge crossing entirely, attacking the tower from unexpected angles or distances.

image
Win Condition CategoryThe UnitsThe Playstyle
Heavy Beatdown TanksGolem, Lava Hound, Electro GiantBuilds a massive 15-elixir push that is mathematically impossible to stop in a single engagement
Fast Cycle PunishersHog Rider, Wall Breakers, BanditConstantly chips the tower for small amounts of damage by out-rotating the opponent's defenses

The Core of Your Strategy


Before you ever queue up for a match, look at your deck and ask yourself: "How exactly am I going to destroy the tower?"


Find your condition, and execute it flawlessly.

by (820 points)

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