Top Cards for Sudden Death in Tower Rush

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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.

When the standard three-minute match timer expires and the game enters Overtime, the fundamental rules of engagement shift dramatically.


This article analyzes the absolute best cards to have in your rotation when the Overtime clock begins ticking down.


Nuking for the Win


You completely abandon all ground attacks and simply launch massive damage spells directly at their tower while defending flawlessly.


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.


  • 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.
  • Poison is risky in Sudden Death because it takes 8 seconds to deal its full damage.

The Surprise Attackers


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.


In Sudden Death, speed and unpredictability are vastly superior to raw stats and massive hitpoints.


The OT ScenarioThe Execution
Opponent tower is at 400 HPImmediate Spell Cycle; ignore attacking with troops, defend flawlessly, and launch the Rocket/Fireball for the guaranteed win
Both 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

The Psychology of the Final Hit


Know your spell damage, trust your defensive rotation, and strike with absolute certainty.


Be the player who calculates the win.



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