diff --git a/Why-Speed-and-Timing-are-Everything-in-Tower-Rush.md b/Why-Speed-and-Timing-are-Everything-in-Tower-Rush.md new file mode 100644 index 0000000..00f9212 --- /dev/null +++ b/Why-Speed-and-Timing-are-Everything-in-Tower-Rush.md @@ -0,0 +1,13 @@ +
The difference between a brilliant defense and a catastrophic failure often comes down to a single frame of animation.
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At the highest levels of competitive play, players possess identical card levels and understand the optimal synergies perfectly.
+The Mechanics of Deployment Delay +
When you drag a card onto the arena, it does not appear and attack instantly; there is a standard one-second server delay.
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The one-second delay guarantees that the Hog Rider will bypass your building and strike your tower at least once.
+Do not wait in your hand.Math dictates your timing.If you have slight lag, you must make your decisions a half-second earlier than normal. +The Mind Game +
Average players play reactively: they see the opponent play a Skeleton Army, so they select and cast The Log.
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However, predictive play is incredibly high-risk; if the opponent plays a different card, you just wasted your spell and left yourself completely defenseless.
+ActionExecutionResetting an Inferno Tower with ZapMust be cast exactly 2. Here is more info about [tower rush](http://23.182.16.150:3000/ytjelvis518394/tower-rush2016/wiki/The-Pros-and-Cons-of-Playing-2v2%2F3v3-in-Tower-Rush) check out the internet site. 5 seconds after it locks onto your tank, right before the damage beam reaches maximum intensityCatching a Goblin BarrelThe Log must be released the exact moment the barrel crosses the river to crush the goblins the millisecond they spawn +Becoming One with the Arena +
When you achieve this state, the game slows down, and the chaotic arena becomes a perfectly predictable grid.
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Stop thinking about what your cards do, and start thinking about when they need to arrive.
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