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..9513ad2 --- /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 +
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.
+Hover your defensive spell early.Place defenders in the middle to pull aggro.Focus on the positive elixir trade. +Kiting Aggressive Units +
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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Mastering the center-pull placement is a mandatory skill if you want to survive in the higher competitive arenas.
+Aggressive CardBest Counter StrategyFast Building TargeterPlace a building (Cannon/Tesla) three tiles from the river in the centerTwin BruisersKite with an Ice Golem into the center while using ranged support +Punishing the Rush +
Because the attacker spent all their energy failing to take your tower, they have nothing left to defend themselves.
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A failed rush often results in an immediate three-crown loss for the hyper-aggressive player.
+ +Here's more information regarding [tower rush](https://snaps.video/read-blog/117_the-importance-of-map-control-in-tower-rush.html) stop by the site. \ No newline at end of file