The absolute pinnacle of this defensive micromanagement is the art of kiting.
When executed perfectly, you can force a massive enemy push to walk back and forth across the arena taking constant damage.
The Center Pull
By placing a cheap distraction precisely in the center, you force the enemy to walk towards it, taking fire from both of your towers simultaneously.
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.
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 Method | Execution Requirement |
|---|---|
| Dividing the Swarm | Place multiple units exactly in the center so half walk left and half walk right |
| Trapping | The units must spawn in a perfect circle around the threat to trap it |
Mind Games
It often causes players to tilt, play recklessly, and abandon their strategy entirely.
By mastering unit manipulation, you transform the arena from a simple brawl into a highly controlled chessboard.
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