For many casual players, seeing the opponent casually drop a massive, 8-elixir Golem in the absolute back of the arena induces a feeling of sheer, paralyzing dread.
However, the strategy has massive, glaring weaknesses in its early stages that can be brutally exploited.
Striking When They Are Weak
This is your window of opportunity, and you must exploit it with absolute, ruthless aggression.
Because they only have 2 elixir, they cannot defend your opposite-lane push effectively.
- Dropping an Ice Spirit at the bridge is not a punish; they will ignore it.
- If you successfully take their opposite tower during the punish, you can often afford to completely sacrifice your own tower to the Golem to reset the board state.
- Beatdown players expect the punish.
Isolating the Tank and Spacing Defenses
The biggest mistake players make is trying to kill the Golem first; the Golem is just a meat shield, the actual damage comes from the Night Witch and Electro Dragon behind it.
The Golem will walk toward the building in the center, creating a massive physical gap between it and the support troops following it.
| The Problem | How to Stop It |
|---|---|
| Night Witch (Spawns infinite bats behind the Golem) | Use a perfectly timed Poison spell; it damages the Witch and instantly kills every wave of bats she spawns |
| Lightning Spell (Destroys your Inferno Tower instantly) | Use the 'Anti-Lightning' placement; space your defensive building and your anti-air troops so far apart that one Lightning cannot hit both |
Do Not Fear the Rock
You must fight smart, not hard.
Punish their investments, isolate their tank, and assassinate their support.
If you loved this short article and you would certainly such as to get even more details pertaining to tower rush kindly check out our web site.