Mastering Siege Decks in Tower Rush
Siege players use massive artillery buildings—specifically the X-Bow or the Mortar—planted firmly on their own side of the map to snipe the enemy base from afar.
This article dives deep into the high-stress, high-reward world of Siege gameplay and how to construct the ultimate impenetrable fortress.
The Core Philosophy: Defend the Artillery
Your sole objective is to protect that X-Bow at all costs; if it locks onto the enemy tower for even five seconds, the game is practically won.
To achieve this, Siege decks are usually filled with extremely cheap, high-value defensive cards like Knights, Archers, and Skeletons.
- An unsupported X-Bow is a massive 6-elixir donation to the enemy.
- The Tesla acts as the primary shield for the artillery.
- Always know the opponent’s ‘tank’ cycle.
Choosing Your Artillery
While both are Siege weapons, the Mortar and the X-Bow require vastly different playstyles and deck compositions.
Because it is cheaper, it is less punishing if it gets destroyed, making Mortar decks slightly more forgiving and versatile.
| The Threat | The Counterplay |
|---|---|
| Heavy Tanks (Golem, Giant) blocking the shots | Play hyper-defensively; use the Siege weapon purely as a defensive building in the center to stall for a draw |
| Heavy Spells (Rocket, Lightning) destroying the weapon | You must out-cycle their spell; play your X-Bow faster than they can draw their Rocket |
The Most Hated Archetype
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 cherished this write-up and you would like to acquire more data regarding tower rush kindly stop by the internet site.
Recent Comments