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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 playstyle is often viewed as incredibly toxic by the community because it forces the opponent to constantly play offense against a heavily fortified position.
The Defensive Wall
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.
- Use spells predictively.
- If the X-Bow locks onto an enemy tank instead of the tower, do not overcommit.
- In double elixir, you can often place a defensive X-Bow in the center of the map.
The Mortar vs. The X-Bow
While both are Siege weapons, the Mortar and the X-Bow require vastly different playstyles and deck compositions.
The Mortar, conversely, is a slow, methodical 4-elixir cannon that lobs massive splash-damage boulders.
| Siege Weapon | Cost and Speed | Ideal Strategy |
|---|---|---|
| The X-Bow | 6 Elixir, fast firing, high overall DPS | Requires absolute dedication to defending it; relies on out-cycling enemy tanks for a direct lock-on |
| The Mortar | 4 Elixir, slow firing, splash damage | Can be used defensively to clear swarms, or offensively for slow, consistent chip damage over the whole match |
The Mental Toll of Siege
Playing a Siege deck is incredibly stressful; every match feels like a frantic puzzle of perfect placements and micro-interactions.
Welcome to the artillery division.
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