|
|
|
@ -0,0 +1,13 @@ |
|
|
|
<br>In the highly constrained, grid-based arenas of modern rush games, a single tile of misplacement can cost you the entire match.<br> |
|
|
|
<br>Novice players tend to panic and place their defensive buildings directly in front of the incoming threat, often right at the bridge.<br> |
|
|
|
The Anti-Tank Center Pull |
|
|
|
<br>When the enemy tank crosses the bridge, its AI will calculate that your center turret is closer than your Princess tower, causing it to walk sideways.<br> |
|
|
|
<br>Furthermore, any melee support troops following the tank will also be pulled into the center, bunching them up perfectly for your splash-damage spells.<br> |
|
|
|
Wait until the tank crosses the bridge before placing it.Understand the 'blind spot' of certain turrets.Vary your placement slightly if they have heavy spells. |
|
|
|
Defending Against Siege and Spawners |
|
|
|
<br>Your goal is to use your building as a physical meat shield, absorbing the artillery fire while your troops cross the bridge to destroy it.<br> |
|
|
|
<br>Similarly, if the opponent is using 'Spawner' buildings (like Goblin Huts) to create endless lane pressure, placement is key to survival.<br> |
|
|
|
Enemy ThreatPlacement AdjustmentAerial ThreatMust be placed slightly higher and more central, as flying units ignore the river and take a direct diagonal pathUnits with Spells (e. For those who have any kind of questions about where by along with the best way to use [tower rush](https://bartists.info/@eloyoakley7944?page=about), you'll be able to call us with our web site. g., Giant + Lightning)Place the building extremely high up by the river so the lightning spell cannot physically hit the building and your tower simultaneously |
|
|
|
The Architecture of Victory |
|
|
|
<br>Every single tile has a specific mathematical value depending on the aggro ranges of the units currently on the board.<br> |
|
|
|
<br>Practice your center pulls until you can do them with your eyes closed.<br> |