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A standard three-minute match is often just an intricate dance of probing defenses and testing the opponent's card rotation.
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You are no longer trying to build a massive, complex push to three-crown the enemy; you only need to secure one final, decisive blow.
+The Spell-Cycling Race
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If you enter overtime and the enemy Princess tower is already severely damaged (e. If you have any kind of concerns pertaining to where and ways to use [tower rush](http://provision-sa.co.za:3000/cliftonellswor/tower-rush1986/wiki/How-to-Effectively-Use-Meat-Shields-in-Tower-Rush), you can call us at the web site. g., under 1000 hitpoints), the strategy becomes incredibly simple and terrifying.
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It is mathematically guaranteed damage that the opponent cannot physically block, making it the most reliable overtime strategy.
+Watch the opponent's spell cycle too.Don't get cocky and ignore defense.A Log and a Zap might provide the final 200 damage needed without spending 6 elixir on a Rocket.
+The Surprise Lane Switch
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In many matches, both players spend the entire three minutes attacking and defending the exact same lane, leaving one Princess tower severely damaged and the other completely untouched.
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While they scramble to react, your surprise attacker can often take the entire healthy tower from 100% to 0% in a matter of seconds, securing the sudden death victory.
+The SituationThe SolutionLow Health TieImmediate, aggressive spell cycling while using cheap distraction units to stall their spell cycleYour Tower 2000 HP, Theirs 500 HPPlay hyper-defensive 'turtle' mode; take absolutely zero risks and slowly spell their tower out over 2 minutes
+The Ice in Your Veins
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The player who succumbs to the adrenaline and makes a clumsy, desperate placement will always lose the sudden death exchange.
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The sudden death victory screen is the most satisfying reward in the entire genre.
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