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..2375ad0 --- /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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These hyper-aggressive strategies thrive on the element of surprise and the defender's subsequent mistakes.
+Do Not Panic +
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.Use the geometry of the map.Accept minor tower damage if necessary. +Kiting Aggressive Units +
Aggressive melee units are incredibly dangerous if they connect to your tower, but they are surprisingly easy to distract.
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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 UnitOptimal DefenseFast Building TargeterUse a Tornado to pull him to the King TowerTwin BruisersKite 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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A failed rush often results in an immediate three-crown loss for the hyper-aggressive player.
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