diff --git a/Mastering-Kiting-in-Tower-Rush.md b/Mastering-Kiting-in-Tower-Rush.md new file mode 100644 index 0000000..abaeb79 --- /dev/null +++ b/Mastering-Kiting-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
In the higher echelons of competitive play, matches are rarely decided by raw card levels or simple deck synergy.
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When executed perfectly, you can force a massive enemy push to walk back and forth across the arena taking constant damage.
+The Most Important Placement +
The most fundamental kiting maneuver is the center pull, designed to drag units from the outer lanes into the middle of the map.
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If you place your distraction too early, the enemy will ignore it and continue marching straight toward the lane tower.
+It targets buildings and ignores troops.Some units 'see' further than others.Use ice or poison to maximize the time they spend walking. +The Ultimate Distraction +
Once you master the center pull, you can move on to the incredibly complex lane swap maneuver.
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However, it requires pixel-perfect placement; one tile off, and the enemy will simply turn around and destroy your tower.
+The BaitEnemy TypeCheap TankMelee swarms, heavy single-hitters, slow-moving bruisersSkeletonsThey force the enemy to stop and attack three separate times +Mind Games +
It often causes players to tilt, play recklessly, and abandon their strategy entirely.
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You dictate exactly where the enemy moves, effectively taking control of their army away from them.
+ +For more on [tower rush](https://wtrb.uk:8443/jeffersonmacal) have a look at the web-page. \ No newline at end of file