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XEDITION

자유게시판

자유게시판

In recent years, the tower rush genre has seen an explosion of creativity, fundamentally altering how matches are played.


We have moved far beyond the simple days of dropping a heavy tank at the bridge and hoping it connects with the tower.


Controllable Units


For years, every unit in the game was a 'fire and forget' missile; once deployed, the AI took complete control.


A perfectly timed Champion ability can dodge a lethal spell or instantly clear a massive defensive swarm.


  • Always keep enough elixir in reserve to activate your Champion's ability.
  • If you dash before they drop their swarm, you waste the skill.
  • Only one Champion can be on the board at a time.

Mid-Match Transformations


Another massive recent innovation is the concept of 'Card Evolutions', where standard units gain new powers after being played multiple times.


You must know exactly when the opponent is holding an Evolved unit, as treating it like the standard version will result in a lost tower.


Innovative FeatureThe Rules
Power SpikesPlay a specific card X number of times to unlock a supercharged version for the next deployment
Custom DefensesPlayers can now swap the default Princess on the tower with different characters that shoot faster, slower, or deal splash damage

The Future of Mechanics


These innovations prove that the developers are not afraid to completely upend the established rules of the game to keep it fresh.


Embrace the new mechanics, learn the updated math, and exploit the fresh synergies before anyone else does.

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