Controlling the Arena: Map Control in Tower Rush

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Use the river to your advantage. They can deal damage safely while the enemy walks the long way around.

In many strategy games, victory is determined by who possesses the strongest army or the most resources.


These bridges are the ultimate choke points—bottlenecks where massive armies are forced to cram into a tiny, localized area.


Holding the Line


This predictability allows you to pre-aim massive splash damage spells and position your defensive buildings optimally.


A single Wizard or Executioner placed perfectly can annihilate a massive swarm while they are clumped together on the bridge.


  • Use the river to your advantage.
  • They can deal damage safely while the enemy walks the long way around.
  • Punish poor spacing.

Creating Your Own Choke Points


Beyond the natural choke points provided by the map, you can create artificial bottlenecks using your own defensive structures.


Right behind that artificial gap, you place your highest damage-dealing unit to instantly delete anything that squeezes through.


Map PlayExecution Method
Lane DenialConstantly playing cheap threats in one lane to prevent the opponent from ever building a push in the other lane
The Deep DropPlaying slow units at the absolute furthest back tile to maximize the time spent regenerating elixir before they cross the bridge

Owning the Arena


Every time they try to attack, their units melt at the bridge; every time they defend, they are fighting in your chosen kill zone.


Do not just play cards randomly on the field; think about the geometry of the arena.



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