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If you do not understand this fundamental interaction triangle, you will constantly lose to players with inferior mechanical skill.
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In this digital version, the triangle consists of Swarms, Area-of-Effect (Splash) Damage, and High Single-Target Damage.
+The Core Mechanics
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The rules of the arena are simple: Swarms overwhelm Single-Target units; Splash Damage obliterates Swarms; and Single-Target units destroy Splash Damage.
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If you blindly play a swarm without baiting out their splash damage first, you are throwing your elixir away.
+Only launch a Swarm attack when you know their Splash unit is not in their hand.Air units add a secondary layer to the triangle.Sometimes, playing into a counter is necessary to fix your hand.
+Advanced Baiting and Archetypes
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If your opponent only has one 'Scissors' (Splash spell) in their deck, and you bring three 'Papers' (Swarms), they literally cannot stop you.
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You send your first swarm to force them to use their spell; the second they do, you unleash your primary swarm attack safely.
+StrategyThe LogicSwarm OverloadIntentionally breaks the triangle by having more swarm threats than the opponent has splash countersThe WallAdheres strictly to the triangle, ensuring they always have the exact perfect counter ready in hand at all times
+Why the Meta Changes
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Developers spend thousands of hours tweaking stats to ensure no single side of the triangle becomes too dominant.
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Always respect the fundamental rules of combat before attempting complex maneuvers.
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+Here is more information about [tower rush](http://wrgitlab.org/duanelorimer2/tower-rush1994/-/issues/2) look at the web site.
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