If this troop would deal more than fatal combat damage to all troops blocking it, it deals exactly fatal damage to those troops, and the rest to those troop’s controller instead.
When you attack with troops, the opponent has a chance to block them with troops of their own. Normally when this happens, the troops deal damage to each other and that’s the end of combat. With Crush, the attacking troop has the potential to deal damage to the champion’s health total equal to the difference between its ATK and the blocking troop’s DEF. This lets you push through damage even if the opponent has a bunch of pesky blockers.
Crush usually shows up on bigger troops to show, in a flavorful light, the troop is so big that the blocking troop will not be able to distract him and keep him away from hitting the champion. That being said, one of the best ways to really push this keyword is with effects that can increase your troop’s ATK. Rage plays particularly well with Crush.
- This applied before all other replacement/prevention modifiers for that packet have been applied. If that damage is reduced or prevented to at or below fatal for those troops, then no damage will be dealt to the champion this way.
- Damage dealt to a hero this way can be further modified or prevented, but only if that modifier did not affect the original packet.
- If a troop with Crush was blocked, but all of its blockers were removed from combat, it will deal its damage to the defending champion instead.
Cards with Crush
|Ambershire Instigator||Wild||5||Troop||Uncommon||2||4||, (When this attacks, it gets +2/+0).|
|Experimental War Hulk||Shardless||5||Troop||Uncommon||3||4|
→ This gets +1/+0 this turn.
|Mammoth Squirrel Titan||Wild||8||Troop||Token||6||6|
Exhaust another troop you control → This gets +1/+1 this turn.
Sacrifice this → Gain health equal to its .
|Wrathwood Colossus||Wild||9||Troop||Rare||9||9||, |
When this enters play, gain 9 health.
When this dies, put it into your hand.
|Fist of Briggadon||Wild||6||Troop||Legendary||6||6||, |
|Giant Army Ants||Ruby||4||Troop||Common||3||2|
|Droo's Colossal Walker||Shardless||5||Troop||Rare||8||8|
This can't ready during your ready step.
While this is exhausted: [Basic] Pay 8 health → Ready this.
|Crown of the Primals||Ruby||5||Constant||Legendary||[ONE-SHOT] → Target troop gets , , , and .|
When that troop leaves play, revert this.
|Crushing Blow||Ruby||1||Quick Action||Common||Target attacking troop gets +2/+2 and this turn.|
|Wild Aura||Wild||4||Quick Action||Common||Target troop gets +2/+2 and .|
When you play a ruby card, this gets +1/+1.
|Onslaught||Wild||6||Basic Action||Rare||Troops you control get +3/+3 and this turn.|
③ → Exhaust target troop.
|Grappling Tentacle||Sapphire||8||Troop||8||8||, , |
Damage dealt to this troop is permanent.
This troop gets cost +[X], where x is the combined of opposing troops.
[Basic]: →Tunneling 15.
As your turn starts, reduce this troop's tunneling time by 1 for each Dwarf and/or Robot you control.