Top Clan War Cards in Tower Rush

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Do not put Fireball and Poison in the same deck. Level up the Barbarian Barrel.

To participate effectively in Guild versus Guild (GvG) content, players are usually required to construct four completely unique decks without overlapping any cards.


Because you cannot use your favorite spell or primary win condition in every single battle, versatility and card replacement become the most critical skills.


Distributing the Magic


This means your fourth deck will likely have to rely on Arrows or the Barbarian Barrel, drastically changing how that specific deck handles swarm defense.


If you put your max-level Log in your first war deck, but your Zap is only level 9 for your second deck, you will lose the second war match because your Zap won't kill equal-level goblins.


  • Do not put Fireball and Poison in the same deck.
  • Level up the Barbarian Barrel.
  • If you run out of small spells, use cheap splash-damage troops.

The Jack of All Trades


You must find and level up adequate substitutions for her specific role: the Dart Goblin, the Flying Machine, the Electro Wizard, or the Hunter.


Cards that provide multiple functions—like the Electro Wizard, who provides anti-air DPS AND a spawn stun effect—are incredibly valuable in Clan Wars.


The Standard ChoiceSolid AlternativeWar Deck Replacement 2
The Musketeer (Ranged Anti-Air DPS)The Dart Goblin (Faster, more fragile, chip damage)The Flying Machine (Immune to ground melee, longer range)
The Valkyrie (Ground Splash Tank)The Dark Prince (Has a shield, faster movement)The Bowler (Ranged linear splash, knocks back units)

Depth Over Peak


This forces you to learn interactions and playstyles you would normally avoid entirely on the casual ladder.


Clan Wars are the ultimate test of your universal game knowledge.



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