diff --git a/The Rock-Paper-Scissors Strategy in Tower Rush.-.md b/The Rock-Paper-Scissors Strategy in Tower Rush.-.md new file mode 100644 index 0000000..68a416f --- /dev/null +++ b/The Rock-Paper-Scissors Strategy in Tower Rush.-.md @@ -0,0 +1,15 @@ +
At its absolute most basic, foundational level, every single competitive arena battler relies on a very simple childhood game.
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This guide will break down the combat triangle and show you how to exploit it to guarantee positive elixir trades.
+Swarm, Splash, Single-Target +
The rules of the arena are simple: Swarms overwhelm Single-Target units; Splash Damage obliterates Swarms; and Single-Target units destroy Splash Damage.
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If you blindly play a swarm without baiting out their splash damage first, you are throwing your elixir away.
+Track their rotation.Air units add a secondary layer to the triangle.Sometimes, playing into a counter is necessary to fix your hand. +Advanced Baiting and Archetypes +
If your opponent only has one 'Scissors' (Splash spell) in their deck, and you bring three 'Papers' (Swarms), they literally cannot stop you.
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You are no longer playing the cards on the screen; you are playing the player behind the screen.
+Deck ArchetypeThe LogicSwarm OverloadIntentionally breaks the triangle by having more swarm threats than the opponent has splash countersControl / CycleAdheres strictly to the triangle, ensuring they always have the exact perfect counter ready in hand at all times +Why the Meta Changes +
If Splash units become too strong, nobody will play Swarms, and Single-Target units will dominate the ladder.
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Always respect the fundamental rules of combat before attempting complex maneuvers.
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