diff --git a/Why-King-Tower-Level-Matters-in-Tower-Rush.md b/Why-King-Tower-Level-Matters-in-Tower-Rush.md new file mode 100644 index 0000000..7ecc47a --- /dev/null +++ b/Why-King-Tower-Level-Matters-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
It is incredibly satisfying to see the damage numbers of your favorite troop increase, knowing it will hit the enemy tower slightly harder.
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Entering a match with a King Tower that is one level lower than your opponent puts you at a massive, permanent mathematical disadvantage before a single card is even played.
+The Mathematics of Survival +
For example, a level 11 Princess tower might require three shots to kill a level 11 Goblin.
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This invisible tax applies to every single swarm unit the opponent plays; your towers simply cannot clear them fast enough to prevent damage.
+A +1 King level advantage usually equates to roughly 300-400 extra hitpoints on each Princess tower.This completely ruins enemy 'Bait' and 'Swarm' strategies.Donating is the fastest way to earn the Account XP required to level up your King Tower. +Intimidation Factor +
When the match loads and the opponent sees that your towers are level 14 while theirs are level 13, they immediately know they are fighting an uphill battle.
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You know that your towers can absorb a few extra hits from a stray Miner or a predictive Fireball without crumbling.
+The ScenarioThe StandardThe RealityDefending a lone Furnace Fire SpiritThe Princess tower kills the spirit in one shot before it jumps, taking zero damageThe Princess tower leaves the spirit with 1 HP, allowing it to jump and deal 200+ splash damage to the towerDefending an equal-level Minion HordeTowers kill each Minion in 3 shots, minimizing the total swarm damage takenTowers require 4 shots per Minion, allowing the Horde to easily destroy the entire tower if unsupported +Prioritizing the Foundation +
A max-level deck is useless if it is defending a fragile, paper-thin tower.
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Base health is the ultimate safety net.
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