In the diverse ecosystem of arena battlers, almost every strategy relies on sending troops across the river to physically attack the enemy tower.
Playing Siege requires an entirely different skill set than standard beatdown or cycle decks; it demands absolute geometric precision and flawless defensive mechanics.
The Defensive Wall
The entire strategy of a Siege deck revolves around a single, fragile building that costs a massive amount of elixir to deploy.
You are essentially building a localized, impenetrable wall of cheap units directly in front of the X-Bow, creating a defensive meat-grinder.
- Use spells predictively.
- Let the X-Bow die, cycle your cards, and try again later.
- In double elixir, you can often place a defensive X-Bow in the center of the map.
The Mortar vs. The X-Bow
While both are Siege weapons, the Mortar and the X-Bow require vastly different playstyles and deck compositions.
The Mortar's blind spot also makes it uniquely difficult to destroy with melee units, as it will simply ignore them and continue firing at the tower while your cheap troops defend it.
| Siege Weapon | Attributes | Best Playstyle |
|---|---|---|
| The X-Bow | 6 Elixir, fast firing, high overall DPS | Requires absolute dedication to defending it; relies on out-cycling enemy tanks for a direct lock-on |
| The Mortar | 4 Elixir, slow firing, splash damage | Can be used defensively to clear swarms, or offensively for slow, consistent chip damage over the whole match |
A War of Attrition
You are playing a strategy designed specifically to deny the opponent the ability to play their own game.
It is the ultimate control archetype, demanding flawless execution and cold, mathematical precision.
If you have any sort of concerns pertaining to where and how you can make use of tower rush, you can contact us at our own web page.