The concept is devilishly simple: fill your deck with multiple fragile, high-damage swarm units that all share the exact same weakness.
However, because they only have one Log in their deck, you can manipulate them into using it on the wrong target, leaving them defenseless against your true attack.
Psychological Warfare
You play a Princess at the bridge; if they ignore her, she will slowly chip away their tower from a safe distance.
This simple interaction—trading a 3-elixir Princess to secure 800 damage from a 3-elixir Barrel—is the engine that drives the entire strategy.
- The Goblin Gang is your primary defense against tanks.
- Bait decks are incredibly weak to massive tanks; you need a solid building to anchor your defense.
- You can often throw a Barrel, force their spell, and cycle back to a second Barrel before their spell returns.
The 'Tricky Barrel' and Advanced Mind Games
When this happens, you must employ the 'Tricky Barrel'—intentionally placing the Barrel a few tiles deep behind the enemy tower rather than directly on top of it.
It is a high-stakes game of poker, played entirely with goblin projectiles.
| The Distraction | The Function | The Goal |
|---|---|---|
| The Princess | Placed at the bridge to force an immediate response from the opponent | Forces the opponent to use The Log or Arrows, clearing the path for the main attack |
| Swarm Defense | Used defensively to surround and kill mini-tanks like the Hog Rider | Absorbs the enemy spell on defense, allowing a safe counter-push |
The Frustration Factor
Playing Log Bait effectively requires a slightly sadistic mindset; you are actively trying to make the opponent feel helpless.
The bait is set; wait for them to bite.
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