diff --git a/Stopping-the-Early-Rush-in-Tower-Rush-Games.md b/Stopping-the-Early-Rush-in-Tower-Rush-Games.md new file mode 100644 index 0000000..75e943c --- /dev/null +++ b/Stopping-the-Early-Rush-in-Tower-Rush-Games.md @@ -0,0 +1,15 @@ +
If you panic and place the wrong defensive cards, the game can literally be over in thirty seconds.
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However, when properly identified and countered, a failed rush leaves the attacker completely defenseless.
+Maintaining Composure +
The very first rule of defending a massive bridge spam is to keep your finger off the screen for a split second.
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If they used a fast, single-target heavy hitter, deploying a cheap distraction unit is the correct play.
+Be ready to cast instantly.Place defenders in the middle to pull aggro.Don't overspend to stop one hit. +The Art of the Pull +
By placing a cheap building or a low-cost ground unit in the center of your side, you can pull them away from the tower.
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Ice golems are the absolute kings of kiting, slowly walking into the opposite lane while dragging the enemy army with them.
+Rush UnitHow to Stop ItHog RiderPlace a building (Cannon/Tesla) three tiles from the river in the centerHigh DPS MeleeKite with an Ice Golem into the center while using ranged support +Turning the Tables +
This is the moment you transition from defense to offense, dropping your main win condition in front of your surviving troops.
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Defending perfectly is far more satisfying than attacking blindly.
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