In the highly constrained, grid-based arenas of modern rush games, a single tile of misplacement can cost you the entire match.
This is a catastrophic error that allows the enemy to destroy your building instantly with ranged support units from their side of the river.
Mastering the Middle
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.
Furthermore, any melee support troops following the tank will also be pulled into the center, bunching them up perfectly for your splash-damage spells.
- Do not pre-plant the turret.
- Understand the 'blind spot' of certain turrets.
- Vary your placement slightly if they have heavy spells.
Defending Against Siege and Spawners
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.
Place a splash-damage building like a Bomb Tower directly in the center to safely absorb and destroy the endless waves of cheap units.
| Attacking Unit | The Reaction |
|---|---|
| Air Assault | Must be placed slightly higher and more central, as flying units ignore the river and take a direct diagonal path |
| The Spell Threat | Place the building extremely high up by the river so the lightning spell cannot physically hit the building and your tower simultaneously |
Geometrical Dominance
Every single tile has a specific mathematical value depending on the aggro ranges of the units currently on the board.
Practice your center pulls until you can do them with your eyes closed.
If you beloved this write-up and you would like to obtain a lot more facts about tower rush kindly pay a visit to our own web-site.