A perfectly utilized defensive commander can generate absurd elixir leads, completely shutting down pushes that cost twice as much energy.
If you prefer a playstyle that relies on frustrating the opponent into making mistakes, a defensive hero is your perfect avatar.
The Unmovable Objects
Their abilities often involve massive area-of-effect (AoE) crowd control, such as a localized earthquake, a stunning roar, or a temporary invulnerability shield.
Once the enemy is gathered around your champion, you activate their defensive ability while simultaneously dropping a splash-damage spell.
- He absorbs damage, collects 'souls' from dying units, and then summons his own army.
- Use them to block the bridge completely.
- Don't let them walk across the bridge alone after defending.
The Tacticians: Ranged Control Heroes
Their abilities are complex, often involving stealth, piercing shots, or the ability to summon temporary defensive structures on the fly.
The Golem melts in seconds, and because she was invisible, she takes zero damage from the enemy's supporting spells or troops.
| Hero Class | Primary Use |
|---|---|
| The Stealth Sniper | Shredding massive, slow-moving tanks from a safe distance before they can reach the tower |
| Minion Master | Creating infinite cheap distractions to completely halt single-target attackers like the P. If you enjoyed this post and you would certainly such as to obtain additional information regarding tower rush kindly visit our own web-site. E.K.K.A |
The Control Roster
When using a defensive champion, your deck must reflect a patient, control-oriented philosophy.
It is not as flashy as a massive beatdown push, but it is incredibly consistent and frustrating to play against.