diff --git a/Stopping-the-Early-Rush-in-Tower-Rush-Games.md b/Stopping-the-Early-Rush-in-Tower-Rush-Games.md
new file mode 100644
index 0000000..15bcbb7
--- /dev/null
+++ b/Stopping-the-Early-Rush-in-Tower-Rush-Games.md
@@ -0,0 +1,15 @@
+
There is nothing more panic-inducing than seeing the opponent drop their entire hand at the bridge the second the match starts.
+
However, when properly identified and countered, a failed rush leaves the attacker completely defenseless.
+Do Not Panic
+
Instinctively dropping all your cards in a clustered panic is exactly what the rusher wants you to do.
+
Reacting efficiently rather than expensively is the secret to turning their aggression into your advantage.
+Hover your defensive spell early.Don't drop your units right on top of theirs.Accept minor tower damage if necessary.
+Distraction Tactics
+
By placing a cheap building or a low-cost ground unit in the center of your side, you can pull them away from the tower.
+
Once the rushing units are locked onto your distraction, you can deploy your own damage dealers safely behind them.
+Aggressive CardOptimal DefenseSpeed ThreatPlace a building (Cannon/Tesla) three tiles from the river in the centerHigh DPS MeleeKite with an Ice Golem into the center while using ranged support
+Punishing the Rush
+
This is the moment you transition from defense to offense, dropping your main win condition in front of your surviving troops.
+
Defending perfectly is far more satisfying than attacking blindly.
+
+Should you loved this short article and you would want to receive more details about [tower rush](https://metro-estates.ch/author/elmawainwright/) please visit our own web page.
\ No newline at end of file