Add Top Cards for Sudden Death in Tower Rush
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<br>Because the match ends the exact millisecond a tower hits zero hitpoints, certain cards become exponentially more valuable, while others become complete liabilities.<br>
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<br>This article analyzes the absolute best cards to have in your rotation when the Overtime clock begins ticking down.<br>
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Nuking for the Win
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<br>You completely abandon all ground attacks and simply launch massive damage spells directly at their tower while defending flawlessly.<br>
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<br>If you know your opponent's tower is at 550 health, and you have a Rocket in your hand, you have already mathematically won the game.<br>
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The Fireball is great for chip damage, but it takes 3 or 4 cycles to kill a healthy tower in overtime.If the opponent is spell cycling you, you must pressure them so heavily they cannot afford to spend 6 elixir on a spell.If you cast Poison, they might cast a Rocket and win before your Poison finishes ticking.
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Fast Damage in Overtime
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<br>The opponent must guess exactly which tile he will pop up on to defend him; if they guess wrong, the Miner gets two or three guaranteed hits, which is often enough to secure the win.<br>
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<br>In Sudden Death, speed and unpredictability are vastly superior to raw stats and massive hitpoints.<br>
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Match StateHow to WinOpponent tower is at 400 HPImmediate Spell Cycle; ignore attacking with troops, defend flawlessly, and launch the Rocket/Fireball for the guaranteed winBoth towers are at full HP in OTPlay incredibly safe; rely on Miners or Goblin Barrels for safe chip damage; never play an 8-elixir tank in the back
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The Clutch Mindset
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<br>Playing in Sudden Death is an intense test of nerves and mathematical precision.<br>
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<br>Be the player who calculates the win.<br>
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