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..948f251 --- /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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These hyper-aggressive strategies thrive on the element of surprise and the defender's subsequent mistakes.
+Staying Calm Under Pressure +
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.If they take your tower, do not instantly quit.Keep track of their spell cycle. +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 CardWhen to Play ItLight RemovalMust be perfectly predictive if defending a fast goblin barrelHeavy DefensePlace slightly late so the enemy tank crosses the bridge first +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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Defending perfectly is far more satisfying than attacking blindly.
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