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A standard three-minute match is often just an intricate dance of probing defenses and testing the opponent's card rotation.
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You are no longer trying to build a massive, complex push to three-crown the enemy; you only need to secure one final, decisive blow.
+Nuking the Tower
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The match devolves into a desperate 'spell-cycle' race, where you ignore traditional attacks and instead spam heavy spells directly at their tower.
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During this phase, you must play absolute, perfect defense, dedicating 100% of your remaining troops to stopping their attacks while your spells slowly whittle away their tower.
+It's a pure speed test.A 10-elixir spell cycle leaves you very vulnerable to a sudden counter-attack.A Log and a Zap might provide the final 200 damage needed without spending 6 elixir on a Rocket.
+The Sucker Punch
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In many matches, both players spend the entire three minutes attacking and defending the exact same lane, leaving one Princess tower severely damaged and the other completely untouched.
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When you know they just spent all their elixir defending the damaged lane, you instantly drop a fast, aggressive win condition (like a Bandit or Hog Rider) in the completely healthy, untouched opposite lane.
+Sudden Death CardWhy It ShinesDirect AssualtCan be placed directly on the weak tower instantly; forces the opponent to predict the exact placement tileThe Freeze SpellAllows your surviving troops just 3 seconds of uncontested attacks to secure the final blow; high risk, high reward
+Mastering the Nerves
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Take a deep breath when the overtime music starts playing.
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Earn it with a cold, calculating mind.
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+If you have any thoughts about in which and how to use [tower rush](https://group.rookon.com/read-blog/180_how-to-counter-popular-tower-rush-strategies.html), you can call us at our web-site.
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