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..a4a259d --- /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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In this comprehensive defensive manual, we will outline the exact steps required to crush these aggressive openers.
+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 rushed with a massive swarm of small units, a single well-placed spell can annihilate their entire push.
+Memorize the interactions.You can easily take their tower in return.Keep track of their spell cycle. +Kiting Aggressive Units +
Aggressive melee units are incredibly dangerous if they connect to your tower, but they are surprisingly easy to distract.
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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.
+Aggressive CardBest Counter StrategyHog RiderUse a Tornado to pull him to the King TowerElite BarbariansSurround them completely with a cheap skeleton army +The Devastating Counter-Push +
This is the moment you transition from defense to offense, dropping your main win condition in front of your surviving troops.
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Use their impatience against them, build an impenetrable wall, and watch their strategy crumble.
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