While constructing a deck from your personal, pre-leveled collection is the standard way to play, it often leads to a stale, repetitive meta.
Drafting is widely considered the ultimate test of a player's game knowledge, adaptability, and understanding of core synergies.
Prioritizing Your Choices
If you reach the end of the draft and your deck has no reliable way to damage the enemy tower, you have already lost the match.
Secondly, you must prioritize heavy removal spells like Poison, Fireball, or Lightning.
- Don't get caught defenseless.
- Drafting a building (like a Cannon or Tesla) is usually a very safe choice.
- Guaranteed damage is invaluable.
Sabotaging the Opponent
The cards you do not pick are sent directly to their hand, giving you incredible control over their strategy.
Their average elixir cost will skyrocket, their hand will be completely clogged, and they will be unable to defend your cheap, fast attacks.
| Bad Drafting | Why It Fails |
|---|---|
| Drafting purely for synergy while ignoring the opponent's cards | You might build a great Golem deck, but you accidentally gave them an Inferno Tower and a P.E. If you have any queries pertaining to where by and how to use tower rush, you can make contact with us at our internet site. K.K.A, rendering your Golem useless |
| Forgetting to draft any spells | You will have absolutely no way to finish off a tower with 100 hitpoints remaining in overtime |
Adaptability in the Arena
Do not panic; remember that your opponent's deck is likely just as weird and disjointed as yours.
Choose wisely, and outsmart them before the match even begins.