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..93c5bbd --- /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.
+Staying Calm Under Pressure +
Instinctively dropping all your cards in a clustered panic is exactly what the rusher wants you to do.
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Reacting efficiently rather than expensively is the secret to turning their aggression into your advantage.
+Be ready to cast instantly.Don't drop your units right on top of theirs.Focus on the positive elixir trade. +The Art of the Pull +
This technique, known as kiting or pulling, buys your towers precious time to shoot them down safely.
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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 ItFast Building TargeterUse a Tornado to pull him to the King TowerHigh DPS MeleeKite with an Ice Golem into the center while using ranged support +The Devastating Counter-Push +
Because the attacker spent all their energy failing to take your tower, they have nothing left to defend themselves.
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Defending perfectly is far more satisfying than attacking blindly.
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