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..dea0471 --- /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.
+Maintaining Composure +
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.
+Anticipate the swarm.Use the geometry of the map.Accept minor tower damage if necessary. +Distraction Tactics +
Aggressive melee units are incredibly dangerous if they connect to your tower, but they are surprisingly easy to distract.
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Once the rushing units are locked onto your distraction, you can deploy your own damage dealers safely behind them.
+Counter CardExecutionThe Log / ZapPlay instantly when the swarm crosses the bridgeTank KillerPlace slightly late so the enemy tank crosses the bridge first +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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