Heavy Beatdown 101 – How to Make Your Opponents Raging!
July 3, 2017
Hi guys, Golem FTW aka Radius here with my first Ultimate Guide – Heavy Beatdown! It’s my tactic since Arena 6 and I love it! Hope you’ll like it too!
Without further ado, let’s go!
Heavy Beatdown 101
What is Heavy Beatdown?
Heavy Beatdown is a beatdown deck with average elixir Cost between 3.9 to 5.0.
They’re usually slow and finish opponent’s decks by one/two pushes.
What principle/tactic this deck follow?
These decks generally follow the tactic of very offensive, slow beatdown!
Heavy Beatdown, also known as Slow Beatdown, means using huge HP tanks and his/her (Maybe you use P.E.K.K.A. :D) supports.
They usually have mediocre defense and very strong offense.
You face Hog Cycle deck. They easily take your Tower in first minute of match. You don’t feel really sad and pumps up.
You’re defending Hog Riders for next minute, and place Golem behind King’s Tower when 2x Elixir Starts.
You starts to spam behind Golem with troops like Mega Minion, Baby Dragon and Night Witch. Every cards which he use to stop this will be deleted in one-two seconds.
He starts spamming crying/raging emotes and you 3-crown him.
Ahh, a heavy beatdown ❤️
3:00 – 2:00
Start pumping up, defending and making small pushes, probably without your main tank.
You have disadvantage vs any fast or cycle deck. Siege wouldn’t be really problem, because your tough guy with 3000 HP+ can take X-Bow/Mortar bullets for 1 minute+. Just keep your tank for their siege weapon and make counterpush with him.
2:00 – 2x Elixir
If you’re using 5-6 Elixir tank, try to make your first push, not overcommited, but hard to defend.
For example, Giant + Executioner + Miner would be great push for this time. Hog Cycle or Fast Control won’t surprise you, so you should defend them well.
Just try to not loose 2 Towers, because 1 minute aren’t enough to make 2 strong pushes, and you’ll be forced to 3-crown in one push, which is very hard.
In my deck, this is main push: Golem, Baby Dragon, Mega Minion, Night Witch, Arrows, Lightning, which cost 28 Elixir at all. This is huge, right? Stopping this is almost impossible.
You know what is even bigger? Second Golem on opposite lane! Yes, it’s totally normal to do it. It will make them panic, crying and raging.
It usually looks like:
They’re defending your main push (You’re laughing, know it’s impossible)
When they’re going to ragequit, place Golem on opposite lane
Try to picture what is he/she haves to feel xD
Best Cards for Heavy Beatdown Decks
Golem – The real king of heavy beatdown and my favourite!
Has biggest HP in whole game (4256 HP at Tournament Standards!), when destroyed takes splash damage and turns into 2 mini-tanks!
He’s probably slowest troop in CR, what allows to make huge pushes with him.
If your opponent don’t have any building in deck, this badboy placed on pocket, is guaranteed damage to Tower due to Death Damage.
If you face P.E.K.K.A., Elite Barbarians or other troops targeted deck, Golem should be defensive-counterpush unit.
Giant – 5 Elixir, less HP, strong tank. His weakness is lack of Death Effect.
He’s cheap for Heavy Beatdown standards, what allows to make even biggerpushes! (rip opponents)
Defensive Giant is very popular tactic.
Giant Beatdown is such dominating tactic on Arenas 1-5, especially Giant Witch.
At higher Arenas, you’ll see high risk-high reward Giant Three Musketeers decks.
Lightning – You’ll see this spell in 90% Golem/Giant/P.E.K.K.A.’s decks.
Why? Because strongest counter for this troops is Inferno Tower/Inferno Dragon. Lightning will crush them (Both will survive with 5-10% HP what makes them oneshots) and resets.
Also, to get more value (Because using Lightning for lone Inferno is negative Elixir Trade), try to shoot also troop like Wizard, Executioner, Witch, Sparky. Inferno Tower + Wizard is 11 Elixir for 6 Elixir Lightning + 350 HP less for Tower!
This is great, ya?
Elixir Collector – Must be in every 4.2+ Elixir deck.
Players in Arenas 6-7 would say: “What is this?! What can change 1 Elixir?! And it’s so expensive!”
My first Golem deck was 4.4 without Pump xD
Down the road, you’ll say how this 1 Elixir can save lives and won matches.
When you face Golem deck, trust me, player with more Pumps will win. Always place Collector in front of King’s Tower, to don’t give Rocket value with Pump + Tower.
When you have 500 HP left on Tower, Hog Rider is running and here’s 10 Seconds left to end, don’t hesitate to use Pump defensively. It can save your live!
Royal Giant – Less HP, ranged Giant. Often paired with Lightning and Furnace.
Usually he’s just placed on bridge and doing his job, but placing him behind King’s Tower and supporting him with glass cannons also works well.
Best way to counter him is using swarms of course, so one or two light spells is a must.
Remember to overlevel him to at least Lvl 11, because lower lvl RG is weak.
P.E.K.K.A. – Since she haves only 1 sec deploy time and targets troops, P.E.K.K.A. is mainly defensive-counterpushing unit.
Destroys big pushes so easily due to huge Damage and HP.
Best counters to P.E.K.K.A. are: Inferno Tower, Goblin Gang, Barbarians, Skeleton Army and Guards, so Lightning and splash glass cannons like Wizard and Executioner are strongly reccomended.
If your P.E.K.K.A. will get 2 swings, you can definitely feel satisfied.
With her on deck, you shouldn’t have problem to win with another beatdown deck.
Lava Hound – The only flying tank in game.
She (or he, but I think she’s women because Lava Pups are her childs) has huge HP and very low Damage.
When facing her, get prepared for Balloon and Inferno Dragon. She’s always a tank, not damage dealer, but never ignore her, even alone.
Her main advantage is the Lava Pups. They are 8 little Pups which can make huge Damage when ignored. Best ways to deal with them is using Arrows or Fireball, or placing Knight to take damage. Good supports for her are Minions, Minion Horde, Night Witch or Baby Dragon.