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In recent years, the [tower rush](https://tippy-t.com/dominikfurphy7/tower-rush2001/wiki/The-Role-of-Micro-management-in-Tower-Rush) genre has seen an explosion of creativity, fundamentally altering how matches are played.
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We have moved far beyond the simple days of dropping a heavy tank at the bridge and hoping it connects with the tower.
+The Hero Update
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The introduction of 'Champions' completely shattered this paradigm by giving players units with manually triggered active abilities.
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It shifted the focus slightly away from pure macro-level resource management and heavily toward micro-level unit control.
+A Champion without its ability is just an overpriced, mediocre unit.Bait out the opponent's counter before triggering the ability.Only one Champion can be on the board at a time.
+Mid-Match Transformations
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Another massive recent innovation is the concept of 'Card Evolutions', where standard units gain new powers after being played multiple times.
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You must know exactly when the opponent is holding an Evolved unit, as treating it like the standard version will result in a lost tower.
+New MechanicThe RulesCard EvolutionsPlay a specific card X number of times to unlock a supercharged version for the next deploymentBase ModifiersPlayers can now swap the default Princess on the tower with different characters that shoot faster, slower, or deal splash damage
+What Will They Think of Next?
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The game you played three years ago is not the same game you are playing today.
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Innovation is the true king of the arena.
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