If you are playing a heavy, expensive deck, this constant, rapid-fire pressure can completely overwhelm your reaction time and destroy your rotation.
To defeat them, you must establish an impenetrable defensive rhythm and learn to absorb minor chip damage to build a massive counter-offensive.
Establishing the Rhythm
The primary win condition of any Cycle deck is out-pacing your specific defensive counter.
They are forced to spend their cheap cycle spells (like Fireball or Log) specifically to destroy your building, severely hindering their ability to cycle quickly.
- Stay calm.
- Use swarm units to surround their fast attackers.
- They have no heavy defenses to stop a massive push.
The Inevitable Crush
Your sole objective during single elixir is simply survival; keep your towers above 50% health and do not allow them to build a massive lead.
Once your tank crosses the river supported by heavy splash units, their cheap 1-elixir skeletons and ice spirits will be utterly useless, and their defenses will shatter under the weight of the deathball.
| The Speedy Threat | How it Wins | Your Hard Counter |
|---|---|---|
| Hog / Balloon Cycle (2.6 Cost) | Out-rotates your defensive building, allowing the attacker a free, clear path to the tower | Use Tornado to pull the attacker to your King Tower early; King Tower activation ruins their math entirely |
| Bridge Spam (P.E. If you have any concerns with regards to where and how to use tower rush, you can make contact with us at our web-page. K.K.A / Ram) | Punishes you the exact second you spend 5+ elixir in the back by rushing the opposite lane | Play hyper-defensively in the middle; never play expensive cards in the back during single elixir |
Staying Zen
Fast decks rely heavily on causing panic and capitalizing on the clumsy, expensive mistakes that follow.
Speed is an illusion if it crashes into an unmovable object.