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..86db80f --- /dev/null +++ b/Stopping-the-Early-Rush-in-Tower-Rush-Games.md @@ -0,0 +1,15 @@ +
There is nothing more panic-inducing than seeing the opponent drop their entire hand at the bridge the second the match starts.
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However, when properly identified and countered, a failed rush leaves the attacker completely defenseless.
+Staying Calm Under Pressure +
Take a deep breath, analyze the specific units they deployed, and select the optimal counter from your hand.
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If they rushed with a massive swarm of small units, a single well-placed spell can annihilate their entire push.
+Be ready to cast instantly.Use the geometry of the map.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.
+Counter CardWhen to Play ItThe Log / ZapMust be perfectly predictive if defending a fast goblin barrelHeavy DefenseEnsure it is not distracted by cheap swarm units before locking on +Punishing the Rush +
The beauty of defending a rush perfectly is that you now have a massive army marching toward their side of the map.
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Defending perfectly is far more satisfying than attacking blindly.
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