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Founded Date March 10, 1902
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Mastering Kiting in Tower Rush
In the higher echelons of competitive play, matches are rarely decided by raw card levels or simple deck synergy.
Kiting refers to deploying a unit specifically to draw the attention (aggro) of enemy troops and lead them away from your towers.
The Center Pull
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.
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.
- Surround the enemy completely.
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.
However, it requires pixel-perfect placement; one tile off, and the enemy will simply turn around and destroy your tower.

| Kiting Card | Enemy Type |
|---|---|
| Ice Golem | It absorbs damage while walking away, making it the perfect bait |
| Cheap Swarm | Slow attacking units like the P. If you have any queries relating to in which and how to use tower rush, you can call us at our webpage. E.K.K.A or Prince |
The Psychological Impact
Beyond the mathematical resource advantage, perfect kiting inflicts massive psychological damage on the opponent.
You dictate exactly where the enemy moves, effectively taking control of their army away from them.
