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In recent years, the [tower rush](http://23.182.16.150:3000/ytjelvis518394) genre has seen an explosion of creativity, fundamentally altering how matches are played.
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We have moved far beyond the simple days of dropping a heavy tank at the bridge and hoping it connects with the tower.
+Controllable Units
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For a small elixir cost, you can now force your Champion to dash, turn invisible, or summon a massive protective shield exactly when you need it.
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A perfectly timed Champion ability can dodge a lethal spell or instantly clear a massive defensive swarm.
+Always keep enough elixir in reserve to activate your Champion's ability.Bait out the opponent's counter before triggering the ability.Protect them.
+Evolutions and Card Upgrades
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Another massive recent innovation is the concept of 'Card Evolutions', where standard units gain new powers after being played multiple times.
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It breathes incredible new life into older, forgotten cards, making them instantly relevant and terrifying again.
+Game UpdateHow it WorksEvolved UnitsPlay 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
+What Will They Think of Next?
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While controversial among some purists, these changes are absolutely vital for maintaining a massive, engaged player base.
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Innovation is the true king of the arena.
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