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The primary choice boils down to a fundamental dichotomy: do you need area-of-effect splash damage, or massive single-target elimination?
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This comprehensive guide explores the specific use-cases, strengths, and weaknesses of both categories of defensive architecture.
+High DPS Defenses
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Single-target defenses, such as the Inferno Tower or the Cannon, are designed specifically to deal with massive, high-hitpoint threats.
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These buildings are absolutely mandatory if the current competitive meta is heavily dominated by slow, expensive 'beatdown' decks.
+The Cannon is a cheap, fast-cycling alternative to heavy towers.It costs a massive amount of elixir and decays over time.Don't let the tank connect.
+Area of Effect Buildings
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These structures are your absolute best defense against 'bait' decks that rely on overwhelming you with endless waves of goblins and skeletons.
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The trade-off is that these buildings possess incredibly low single-target Damage Per Second (DPS).
+Building StylePrimary TargetHard CounterHigh DPS BuildingGolem, Giant, Lava Hound, Mega KnightSkeleton Army, Minion Horde, Goblin GangSwarm SweeperMassive ground swarms, bridge spam, bait decksHeavy tanks, flying units (if ground only)
+Making the Final Choice
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If you already run three area-of-effect spells, you probably do not need a splash damage building; take a single-target killer instead.
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Do not be afraid to switch your defensive building if you notice a sudden shift in the daily ladder meta.
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+Should you have just about any questions regarding exactly where and also the way to work with [tower rush](https://git.lucas-michel.fr/deandremenende/tower-rush2290/wiki/Dealing-with-Tilt-and-Frustration-in-Tower-Rush), it is possible to contact us at the website.
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