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Mastering Kiting in Tower Rush

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It will walk away while being chased. Know the aggro range of every card.

In the higher echelons of competitive play, matches are rarely decided by raw card levels or simple deck synergy.


When executed perfectly, you can force a massive enemy push to walk back and forth across the arena taking constant damage.


Mastering the Middle


The most fundamental kiting maneuver is the center pull, designed to drag units from the outer lanes into the middle of the map.


If you place your distraction too early, the enemy will ignore it and continue marching straight toward the lane tower.


  • It will walk away while being chased.
  • Know the aggro range of every card.
  • Combine the pull with a slowing spell.

The Ultimate Distraction


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.


The enemy troops will chase the Ice Golem the entire way, taking massive damage from both towers without ever landing a single hit.


Unit Control MethodHow to Do It
Dividing the SwarmPlace multiple units exactly in the center so half walk left and half walk right
Box DefenseThe units must spawn in a perfect circle around the threat to trap it

Mind Games


Watching your massive, expensive army get completely dismantled by a two-cost unit is incredibly demoralizing.


By mastering unit manipulation, you transform the arena from a simple brawl into a highly controlled chessboard.



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