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To win consistently on the competitive ladder, every single deck must be built around a specific, reliable 'Win Condition'.
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It is the card that mathematically guarantees tower damage if supported correctly, bypassing or overwhelming the enemy's defenses.
+What Makes a Win Condition?
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Cards like the Giant, Hog Rider, and Golem are pure Win Conditions because they will literally walk past an attacking P.E.K. If you have any kind of concerns pertaining to where and how you can utilize [tower rush](http://172.104.245.78:11080/clairej8586807), you could contact us at our internet site. K.A to punch the enemy tower.
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While these units deal massive damage, they target troops; this means they can easily be distracted and pulled across the map by a single 1-elixir skeleton.
+Spells can be a Win Condition.If you have a Hog Rider and they have a Cannon, you must out-cycle the Cannon.Do not play your Win Condition recklessly.
+Categorizing Win Conditions
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Win Conditions generally fall into three distinct categories: Heavy Tanks, Fast Punishers, and Direct Damage/Siege.
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They rely on out-pacing the opponent's defensive rotation, sneaking in single hits over a long match.
+Win Condition CategoryExamplesThe PlaystyleHeavy Beatdown TanksGolem, Lava Hound, Electro GiantBuilds a massive 15-elixir push that is mathematically impossible to stop in a single engagementFast Cycle PunishersHog Rider, Wall Breakers, BanditConstantly chips the tower for small amounts of damage by out-rotating the opponent's defenses
+Identifying Your Style
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If your answer is "I hope my elite barbarians just run past everything," your deck is fundamentally flawed.
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Once you select your primary attacker, build the rest of your deck entirely around supporting its specific weaknesses.
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