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The absolute pinnacle of this defensive micromanagement is the art of kiting.
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When executed perfectly, you can force a massive enemy push to walk back and forth across the arena taking constant damage.
+The Center Pull
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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.
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To execute a center pull, you must wait until the enemy unit has fully crossed the bridge and established its path.
+Muscle memory is required.Buildings have a larger aggro radius.They are perfect for distracting hard hitters.
+The Ultimate Distraction
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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.
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However, it requires pixel-perfect placement; one tile off, and the enemy will simply turn around and destroy your tower.
+Unit UsedEnemy TypeCheap TankMelee swarms, heavy single-hitters, slow-moving bruisersSkeletonsSlow attacking units like the P. If you have any queries pertaining to where and how to use [tower rush](https://git.etwo.dev/malindasanborn), you can get in touch with us at our webpage. E.K.K.A or Prince
+Frustrating the Opponent
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It often causes players to tilt, play recklessly, and abandon their strategy entirely.
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You dictate exactly where the enemy moves, effectively taking control of their army away from them.
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