diff --git a/Mastering-Kiting-in-Tower-Rush.md b/Mastering-Kiting-in-Tower-Rush.md new file mode 100644 index 0000000..5aecc4d --- /dev/null +++ b/Mastering-Kiting-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
In the higher echelons of competitive play, matches are rarely decided by raw card levels or simple deck synergy.
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Kiting refers to deploying a unit specifically to draw the attention (aggro) of enemy troops and lead them away from your towers.
+The Center Pull +
This dual-tower targeting drastically reduces the time it takes to kill heavy tanks or fast-moving threats.
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To execute a center pull, you must wait until the enemy unit has fully crossed the bridge and established its path.
+Perfecting the center pull takes dozens of attempts.Buildings have a larger aggro radius.They are perfect for distracting hard hitters. +The Ultimate Distraction +
You achieve this by placing a unit like an Ice Golem in the center, waiting for the enemy to follow, and then letting the Ice Golem walk into the opposite lane.
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This technique can completely neutralize a ten-elixir push using only two elixir, creating the most massive positive trade possible in the game.
+The BaitBest TargetCheap TankMelee swarms, heavy single-hitters, slow-moving bruisersCheap SwarmThey force the enemy to stop and attack three separate times +Frustrating the Opponent +
Beyond the mathematical resource advantage, perfect kiting inflicts massive psychological damage on the opponent.
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You dictate exactly where the enemy moves, effectively taking control of their army away from them.
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