Having the strongest defensive building in your deck means absolutely nothing if you do not know exactly where to place it on the map.
This guide will teach you the mathematical secrets of the 'kill zone' and how to maximize the lifespan of your turrets.
The Golden Tile
The absolute most important placement to memorize is the center pull, designed specifically to deal with massive, building-targeting tanks.
Furthermore, any melee support troops following the tank will also be pulled into the center, bunching them up perfectly for your splash-damage spells.
- The 'anti-lightning' placement is crucial in high arenas.
- Against fast units like the Hog Rider, you must react instantly.
- Use cheap cycle buildings like cannons for fast threats.
Defending Against Siege and Spawners
The rules of placement change entirely when you are facing a 'Siege' deck that uses X-Bows or Mortars planted on their side of the river.
Place a splash-damage building like a Bomb Tower directly in the center to safely absorb and destroy the endless waves of cheap units.
| Enemy Threat | The Reaction |
|---|---|
| Aerial Threat | Must be placed slightly higher and more central, as flying units ignore the river and take a direct diagonal path |
| Units with Spells (e.g. When you have any kind of queries with regards to where by as well as the best way to use tower rush, you'll be able to call us in our own web site. , Giant + Lightning) | Place the building extremely high up by the river so the lightning spell cannot physically hit the building and your tower simultaneously |
The Architecture of Victory
When you master turret placement, your opponent will feel as though their units are fighting through thick mud.
Practice your center pulls until you can do them with your eyes closed.