The absolute pinnacle of this defensive micromanagement is the art of kiting.
When executed perfectly, you can force a massive enemy push to walk back and forth across the arena taking constant damage.
The Most Important Placement
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.
If you place it too late, the enemy will lock onto your tower, and the pull will fail entirely.
- It targets buildings and ignores troops.
- Some units 'see' further than others.
- Combine the pull with a slowing spell.
Lane Swapping and Reverse Kiting
Once you master the center pull, you can move on to the incredibly complex lane swap maneuver.
However, it requires pixel-perfect placement; one tile off, and the enemy will simply turn around and destroy your tower.
| Kiting Card | What to Kite |
|---|---|
| Cheap Tank | It absorbs damage while walking away, making it the perfect bait |
| Skeletons | Slow attacking units like the P. For more info on tower rush look into our own web site. E.K.K.A or Prince |
Frustrating the Opponent
Beyond the mathematical resource advantage, perfect kiting inflicts massive psychological damage on the opponent.
By mastering unit manipulation, you transform the arena from a simple brawl into a highly controlled chessboard.