A perfectly utilized defensive commander can generate absurd elixir leads, completely shutting down pushes that cost twice as much energy.
If you prefer a playstyle that relies on frustrating the opponent into making mistakes, a defensive hero is your perfect avatar.
The Wall: High Hitpoint Defenders
Their abilities often involve massive area-of-effect (AoE) crowd control, such as a localized earthquake, a stunning roar, or a temporary invulnerability shield.
This combo can instantly delete twenty elixir worth of enemy troops for a fraction of the cost, setting you up for an unstoppable counter-push.
- Never waste their ability when they are at full health facing a single enemy.
- The champion absorbs the hits while a musketeer or flying machine deals the actual damage.
- Space your placements carefully.
Utility and Disruption
These characters usually have very low hitpoints and must be protected fiercely behind your Princess towers or cheap blocking units.
The Golem melts in seconds, and because she was invisible, she takes zero damage from the enemy's supporting spells or troops.
| Hero Class | What it Excels At |
|---|---|
| Ranged DPS | Shredding massive, slow-moving tanks from a safe distance before they can reach the tower |
| The Necromancer | Creating infinite cheap distractions to completely halt single-target attackers like the P.E.K.K. If you loved this short article and you would certainly such as to get additional details pertaining to tower rush kindly check out our web site. A |
Building Around Your Defender
Do not pair a defensive champion with a massive, expensive offensive tank; your deck will be far too heavy and clunky to cycle properly.
Become the unbreakable wall, and watch the enemies shatter against you.