Add Mastering Turret Placement in Tower Rush
@@ -0,0 +1,15 @@
|
||||
<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 Golden Tile
|
||||
<br>The absolute most important placement to memorize is the center pull, designed specifically to deal with massive, building-targeting tanks.<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>
|
||||
The 'anti-lightning' placement is crucial in high arenas.Muscle memory is key.Use cheap cycle buildings like cannons for fast threats.
|
||||
Defending Against Siege and Spawners
|
||||
<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>
|
||||
<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>
|
||||
Building CategoryWhere to Put ItSingle-Target Tank KillersThe 'Pocket' - 3 tiles from the river, 3 tiles from the Princess tower; maximizes pull distance and tower crossfireSplash Damage SweepersDirectly in the center, or slightly higher up to intercept fast bridge-spam units before they lock onto the tower
|
||||
Building the Perfect Fortress
|
||||
<br>Every single tile has a specific mathematical value depending on the aggro ranges of the units currently on the board.<br>
|
||||
<br>Defense truly wins championships.<br>
|
||||
|
||||
If you liked this article and you would certainly like to obtain even more info concerning [tower rush](https://superocho.org/@dwainjuarez840?page=about) kindly browse through the web-page.
|
||||
Reference in New Issue
Block a user