Add 'The Most Innovative Mechanics Introduced to Tower Rush Recently'
parent
ba3a046379
commit
e03c588632
@ -0,0 +1,13 @@
|
||||
<br>In recent years, the [tower rush](https://git.digitaltelepresence.com/christenperrie) genre has seen an explosion of creativity, fundamentally altering how matches are played.<br>
|
||||
<br>This article highlights the most groundbreaking mechanics recently added to the genre and how they have revolutionized the competitive meta.<br>
|
||||
Champions and Active Abilities
|
||||
<br>For years, every unit in the game was a 'fire and forget' missile; once deployed, the AI took complete control.<br>
|
||||
<br>A perfectly timed Champion ability can dodge a lethal spell or instantly clear a massive defensive swarm.<br>
|
||||
Use it to instantly close the gap to the Princess tower.The 'Invisibility' ability drops all current aggro.Champions often define the entire meta.
|
||||
Mid-Match Transformations
|
||||
<br>If you cycle a basic card (like Barbarians) two or three times, the next time you play them, they spawn in an 'Evolved' state.<br>
|
||||
<br>It breathes incredible new life into older, forgotten cards, making them instantly relevant and terrifying again.<br>
|
||||
Innovative FeatureHow it WorksPower SpikesPlay a specific card X number of times to unlock a supercharged version for the next deploymentTower TroopsPlayers can now swap the default Princess on the tower with different characters that shoot faster, slower, or deal splash damage
|
||||
The Constant Push for Novelty
|
||||
<br>The game you played three years ago is not the same game you are playing today.<br>
|
||||
<br>Innovation is the true king of the arena.<br>
|
||||
Loading…
Reference in New Issue