diff --git a/The-Most-Annoying-Strategies-to-Face-in-Tower-Rush-and-How-to-Counter-Them.md b/The-Most-Annoying-Strategies-to-Face-in-Tower-Rush-and-How-to-Counter-Them.md new file mode 100644 index 0000000..18ea950 --- /dev/null +++ b/The-Most-Annoying-Strategies-to-Face-in-Tower-Rush-and-How-to-Counter-Them.md @@ -0,0 +1,15 @@ +
These decks are not always the most powerful, but they are designed specifically to frustrate, annoy, and tilt the opponent.
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They rely heavily on psychological warfare, forcing you to play their specific game rather than executing your own game plan.
+The Spell-Cycle Defensive Turtle +
Perhaps the most hated strategy in the entire genre is the hyper-defensive spell-cycle deck.
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They will sit perfectly still, defend your pushes flawlessly, and then throw a Rocket at your tower over and over again.
+They are defenseless for a few seconds.Stay calm; these matches usually go to the final seconds of overtime.Turn it into a spell-casting race if your deck allows it. +Endless Pressure +
On the opposite end of the spectrum is the player who drops fast, punishing units directly at the bridge the entire game.
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If you know they have a Bandit in hand, hover your cheap skeletons in the middle of the map in anticipation.
+Toxic ArchetypeHow it WinsX-Bow / Mortar SiegePlacing a defensive building on their side of the map that shoots your towerThe Cheese PushRequires perfect anti-air spacing to defeat +Staying Zen +
Ultimately, the creators of these annoying decks are hoping to defeat you psychologically before they defeat you mathematically.
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Take a deep breath, mute their emotes immediately at the start of the match, and focus entirely on the geometry of the arena.
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