diff --git a/Mastering-Kiting-in-Tower-Rush.md b/Mastering-Kiting-in-Tower-Rush.md new file mode 100644 index 0000000..d3ac2b1 --- /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 Most Important Placement +
This dual-tower targeting drastically reduces the time it takes to kill heavy tanks or fast-moving threats.
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If you place it too late, the enemy will lock onto your tower, and the pull will fail entirely.
+It will walk away while being chased.Some units 'see' further than others.Create a deadly kill zone. +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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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 DetailTroop SplittingPlace multiple units exactly in the center so half walk left and half walk rightBox DefenseThe units must spawn in a perfect circle around the threat to trap it +The Psychological Impact +
It often causes players to tilt, play recklessly, and abandon their strategy entirely.
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Master the kite, and you will master the game.
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