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<br>When the standard three-minute match timer expires and the game enters Overtime, the fundamental rules of engagement shift dramatically.<br> |
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<br>Conversely, a spell that deals instant, unblockable damage directly to the tower becomes the most dangerous card in the game.<br> |
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Nuking for the Win |
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<br>In Sudden Death, if the opponent's tower is below 1000 hitpoints, the most reliable and competitive strategy is 'Spell Cycling'.<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.Do not let them breathe.If you cast Poison, they might cast a Rocket and win before your Poison finishes ticking. |
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The Surprise Attackers |
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<br>If you do not have a heavy spell, or the tower health is too high to spell cycle, you must rely on units that can guarantee near-instant damage.<br> |
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<br>If the opponent makes a slight defensive error or overcommits by 2 elixir, a Bandit dropped at the bridge will dash to the tower in less than two seconds.<br> |
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Sudden Death SetupThe ExecutionOpponent 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 Psychology of the Final Hit |
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<br>Know your spell damage, trust your defensive rotation, and strike with absolute certainty.<br> |
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<br>Leave the panic to your opponent.<br> |
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