diff --git a/Defeating-Fast-Decks-in-Tower-Rush.md b/Defeating-Fast-Decks-in-Tower-Rush.md new file mode 100644 index 0000000..59c1c01 --- /dev/null +++ b/Defeating-Fast-Decks-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
There is a distinct, panic-inducing feeling that occurs when you realize your opponent is playing a hyper-fast Cycle or Bridge Spam deck.
+
Fast decks prey entirely on players who panic, over-defend, and leak elixir.
+Establishing the Rhythm +
To break this relentless loop, you must utilize an 'anchor' defensive building, such as a Bomb Tower or a Tesla, placed perfectly in the center of the arena.
+
By keeping a building alive in the center, you fundamentally slow down the pace of the entire match, preventing them from spamming the bridge freely.
+Stay calm.Use swarm units to surround their fast attackers.They have no heavy defenses to stop a massive push. +Surviving Until Overtime +
If you are playing a heavy Beatdown deck against a fast Cycle deck, you must accept that the first two minutes of the game will be miserable.
+
Once your tank crosses the river supported by heavy splash units, their cheap 1-elixir skeletons and ice spirits will be utterly useless, and their defenses will shatter under the weight of the deathball.
+Anti-Speed PlayExecutionThe High Middle PlantPlacing your defensive building very high by the river to instantly intercept fast 'river-jumping' units like the Bandit or Royal GhostThe Predictive LogRolling a Log at the bridge exactly when you expect them to spam cheap units, instantly clearing their push and granting a positive trade +The Calm Before the Storm +
Take the hits, manage your economy, and set up your defensive wall.
+
Speed is an illusion if it crashes into an unmovable object.
+ +In case you loved this post and you wish to receive more details about [tower rush](https://git.svidoso.com/cathrynmadiraz/tower-rush2016/wiki/The+Design+Philosophy+of+Tower+Rush+Arenas) generously visit our own website. \ No newline at end of file