Mastering Kiting in Tower Rush

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Muscle memory is required. Buildings have a larger aggro radius.

In the higher echelons of competitive play, matches are rarely decided by raw card levels or simple deck synergy.


When executed perfectly, you can force a massive enemy push to walk back and forth across the arena taking constant damage.


The Center Pull


This dual-tower targeting drastically reduces the time it takes to kill heavy tanks or fast-moving threats.


If you place it too late, the enemy will lock onto your tower, and the pull will fail entirely.


  • Muscle memory is required.
  • Buildings have a larger aggro radius.
  • They are perfect for distracting hard hitters.

The Ultimate Distraction


This involves pulling an enemy unit from the left lane all the way across the center and into the right lane.


The enemy troops will chase the Ice Golem the entire way, taking massive damage from both towers without ever landing a single hit.


Unit Control MethodPlacement Detail
The SplitForces the opponent to defend both lanes simultaneously
The SurroundDeploy a swarm unit directly on top of a single-target enemy

Frustrating the Opponent


Watching your massive, expensive army get completely dismantled by a two-cost unit is incredibly demoralizing.


You dictate exactly where the enemy moves, effectively taking control of their army away from them.



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