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In the highly constrained, grid-based arenas of modern rush games, a single tile of misplacement can cost you the entire match.
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This is a catastrophic error that allows the enemy to destroy your building instantly with ranged support units from their side of the river.
+The Golden Tile +
You must place your turret exactly in the center of the arena, usually three tiles from the river and biased slightly toward the lane being attacked.
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Furthermore, any melee support troops following the tank will also be pulled into the center, bunching them up perfectly for your splash-damage spells.
+Do not pre-plant the turret.Understand the 'blind spot' of certain turrets.Vary your placement slightly if they have heavy spells. +Advanced Placement Tactics +
The rules of placement change entirely when you are facing a 'Siege' deck that uses X-Bows or Mortars planted on their side of the river.
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Understanding the specific architectural response to every distinct meta deck is what separates Grandmasters from casual players.
+Enemy ThreatThe ReactionAerial ThreatMust be placed slightly higher and more central, as flying units ignore the river and take a direct diagonal pathUnits with Spells (e.g. If you loved this short article and you would want to receive more details regarding [tower rush](https://git.wikiofdark.art/glenmcevoy8565) please visit our webpage. , Giant + Lightning)Place the building extremely high up by the river so the lightning spell cannot physically hit the building and your tower simultaneously +Geometrical Dominance +
Every single tile has a specific mathematical value depending on the aggro ranges of the units currently on the board.
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Defense truly wins championships.
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