diff --git a/The-Ultimate-Guide-to-Log-Bait-in-Tower-Rush.md b/The-Ultimate-Guide-to-Log-Bait-in-Tower-Rush.md new file mode 100644 index 0000000..76da1f0 --- /dev/null +++ b/The-Ultimate-Guide-to-Log-Bait-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
The concept is devilishly simple: fill your deck with multiple fragile, high-damage swarm units that all share the exact same weakness.
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However, because they only have one Log in their deck, you can manipulate them into using it on the wrong target, leaving them defenseless against your true attack.
+Psychological Warfare +
You play a Princess at the bridge; if they ignore her, she will slowly chip away their tower from a safe distance.
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To master this deck, you must become hyper-aware of the opponent's hand, counting their cards to ensure you only throw the Barrel when it is perfectly safe.
+The Goblin Gang is your primary defense against tanks.Always include an Inferno Tower or Bomb Tower.In double elixir, the bait cycle speeds up dramatically. +Advanced Bait Tactics +
The opponent, acting on muscle memory, will blindly drop their Log in the center of the tower, missing your goblins entirely as they spawn safely in the back.
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It is a high-stakes game of poker, played entirely with goblin projectiles.
+The PunisherPlacement StrategyStandard Goblin BarrelPlaced dead-center on the tower for maximum immediate damage; used only when spells are out of rotationThe Tricky BarrelPlaced two tiles behind the tower to dodge predictive spells; used to break established muscle-memory patterns +The Frustration Factor +
They will eventually tilt, make a massive mistake out of frustration, and lose the game.
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The bait is set; wait for them to bite.
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