diff --git a/Stopping-the-Early-Rush-in-Tower-Rush-Games.md b/Stopping-the-Early-Rush-in-Tower-Rush-Games.md
new file mode 100644
index 0000000..daff487
--- /dev/null
+++ b/Stopping-the-Early-Rush-in-Tower-Rush-Games.md
@@ -0,0 +1,15 @@
+
If you panic and place the wrong defensive cards, the game can literally be over in thirty seconds.
+
However, when properly identified and countered, a failed rush leaves the attacker completely defenseless.
+Do Not Panic
+
Instinctively dropping all your cards in a clustered panic is exactly what the rusher wants you to do.
+
Reacting efficiently rather than expensively is the secret to turning their aggression into your advantage.
+Anticipate the swarm.Don't drop your units right on top of theirs.Focus on the positive elixir trade.
+The Art of the Pull
+
This technique, known as kiting or pulling, buys your towers precious time to shoot them down safely.
+
Ice golems are the absolute kings of kiting, slowly walking into the opposite lane while dragging the enemy army with them.
+Defensive ToolExecutionThe Log / ZapMust be perfectly predictive if defending a fast goblin barrelHeavy DefenseEnsure it is not distracted by cheap swarm units before locking on
+The Devastating Counter-Push
+
Because the attacker spent all their energy failing to take your tower, they have nothing left to defend themselves.
+
A failed rush often results in an immediate three-crown loss for the hyper-aggressive player.
+
+In the event you loved this post and you want to receive more details concerning [tower rush](https://alesser.altervista.org/agente/naomisherwood5/) generously visit our page.
\ No newline at end of file