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..5ca44f6 --- /dev/null +++ b/Stopping-the-Early-Rush-in-Tower-Rush-Games.md @@ -0,0 +1,15 @@ +
There is nothing more panic-inducing than seeing the opponent drop their entire hand at the bridge the second the match starts.
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However, when properly identified and countered, a failed rush leaves the attacker completely defenseless.
+Do Not Panic +
The very first rule of defending a massive bridge spam is to keep your finger off the screen for a split second.
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If they used a fast, single-target heavy hitter, deploying a cheap distraction unit is the correct play.
+Practice stopping Elite Barbarians or Hog Riders.You can easily take their tower in return.Keep track of their spell cycle. +The Art of the Pull +
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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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 ItSpeed ThreatPlace a building (Cannon/Tesla) three tiles from the river in the centerTwin BruisersSurround them completely with a cheap skeleton army +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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A failed rush often results in an immediate three-crown loss for the hyper-aggressive player.
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