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<br>In the highly constrained, grid-based arenas of modern rush games, a single tile of misplacement can cost you the entire match.<br> |
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<br>This guide will teach you the mathematical secrets of the 'kill zone' and how to maximize the lifespan of your turrets.<br> |
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The Anti-Tank Center Pull |
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<br>You must place your turret exactly in the center of the arena, usually three tiles from the river and biased slightly toward the lane being attacked.<br> |
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<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> |
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The 'anti-lightning' placement is crucial in high arenas.You have a fraction of a second to place the building before it locks onto the tower.Save the expensive Inferno Towers for the massive, slow pushes. |
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Advanced Placement Tactics |
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<br>The rules of placement change entirely when you are facing a 'Siege' deck that uses X-Bows or Mortars planted on their side of the river.<br> |
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<br>Place a splash-damage building like a Bomb Tower directly in the center to safely absorb and destroy the endless waves of cheap units.<br> |
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Enemy ThreatThe ReactionFlying Units (e. If you adored this short article and you would like to get even more details concerning [tower rush](https://perfecthomes.co.th/author/teramaclaurin/) kindly go to our web site. g., Balloon)Must be placed slightly higher and more central, as flying units ignore the river and take a direct diagonal pathHeavy Spell PushPlace the building extremely high up by the river so the lightning spell cannot physically hit the building and your tower simultaneously |
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The Architecture of Victory |
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<br>When you master turret placement, your opponent will feel as though their units are fighting through thick mud.<br> |
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<br>Practice your center pulls until you can do them with your eyes closed.<br> |