diff --git a/Why-Speed-and-Timing-are-Everything-in-Tower-Rush.md b/Why-Speed-and-Timing-are-Everything-in-Tower-Rush.md
new file mode 100644
index 0000000..caaf71c
--- /dev/null
+++ b/Why-Speed-and-Timing-are-Everything-in-Tower-Rush.md
@@ -0,0 +1,13 @@
+
Arena battlers are real-time strategy games in the purest sense; there are no turns, no pauses, and no time to second-guess your decisions.
+
This article delves into the micro-mechanics of speed, reaction times, and the concept of 'predictive' versus 'reactive' gameplay.
+The One-Second Rule
+
When you drag a card onto the arena, it does not appear and attack instantly; there is a standard one-second server delay.
+
The one-second delay guarantees that the Hog Rider will bypass your building and strike your tower at least once.
+Be ready to release instantly.Learn the specific deploy times of every unit.Adapt to your hardware.
+Reactive vs. Predictive Gameplay
+
Average players play reactively: they see the opponent play a Skeleton Army, so they select and cast The Log.
+
When a predictive spell lands perfectly, it instantly deletes the enemy defense the exact millisecond it spawns, leaving your attacker completely unharmed.
+ManeuverExecutionResetting an Inferno Tower with ZapMust be cast exactly 2. If you liked this post and you would like to acquire more information relating to [tower rush](https://oasisrealestateeg.com/author/fiona747303533/) kindly take a look at our own website. 5 seconds after it locks onto your tank, right before the damage beam reaches maximum intensityCatching a Goblin BarrelThe Log must be released the exact moment the barrel crosses the river to crush the goblins the millisecond they spawn
+Becoming One with the Arena
+
When you achieve this state, the game slows down, and the chaotic arena becomes a perfectly predictable grid.
+
In a game of inches and milliseconds, speed is your sharpest weapon.
\ No newline at end of file