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..b59a0f8 --- /dev/null +++ b/Stopping-the-Early-Rush-in-Tower-Rush-Games.md @@ -0,0 +1,15 @@ +
Rush tactics are designed specifically to catch you off guard and destroy a tower before you can even react.
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However, when properly identified and countered, a failed rush leaves the attacker completely defenseless.
+Do Not Panic +
Instinctively dropping all your cards in a clustered panic is exactly what the rusher wants you to do.
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If they used a fast, single-target heavy hitter, deploying a cheap distraction unit is the correct play.
+Memorize the interactions.You can easily take their tower in return.Spacing is critical. +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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Once the rushing units are locked onto your distraction, you can deploy your own damage dealers safely behind them.
+ResponseExecutionLight RemovalMust be perfectly predictive if defending a fast goblin barrelHeavy DefensePlace slightly late so the enemy tank crosses the bridge first +Turning the Tables +
Because the attacker spent all their energy failing to take your tower, they have nothing left to defend themselves.
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Use their impatience against them, build an impenetrable wall, and watch their strategy crumble.
+ +Here's more info in regards to [tower rush](https://gitlab.innive.com/staciebaggett/9999672/-/issues/2) visit our own web page. \ No newline at end of file