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..5015c15 --- /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.
+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 rushed with a massive swarm of small units, a single well-placed spell can annihilate their entire push.
+Hover your defensive spell early.Don't drop your units right on top of theirs.Focus on the positive elixir trade. +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.
+ResponseExecutionThe Log / ZapPlay instantly when the swarm crosses the bridgeTank KillerPlace slightly late so the enemy tank crosses the bridge first +The Devastating Counter-Push +
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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