The Best Spells in Tower Rush

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Spells are the only cards in the game that can be placed absolutely anywhere on the map instantaneously, bypassing all normal rules of pathing and aggro.

A perfectly timed spell can save a crumbling defense or guarantee that your primary attacker connects with the enemy tower.

The Game Enders

If your opponent perfectly defends your ground pushes all game, your heavy spell is your only remaining win condition in sudden death.

The Rocket and Lightning are incredibly expensive, high-risk nukes; they must be used carefully to secure massive positive elixir trades, usually by clipping a heavy unit AND the tower simultaneously.

  • Lightning requires three distinct targets to achieve maximum value.
  • Casting it defensively prevents the opponent from safely playing swarms in that area for several seconds.
  • Only cast it when the enemy unit is stationary, or lead your target perfectly.

The Rotational Spells

Complementing your heavy nuke, your deck must feature at least one (often two) ‘small’ spells, costing 2 or 3 elixir.

The Log is unparalleled for ground control, providing crucial knockback that resets the momentum of charging units.

Spell Category Best Used For The Cards
Small Swarm Clear (2-3 Elixir) Instantly killing cheap swarms for a positive trade and quickly cycling the deck The Log, Zap, Arrows
Utility / Displacement (1-3 Elixir) Physically moving enemy units to group them up for splash damage or pulling them to the King tower Tornado, Freeze, Clone

The Perfect Synergy

A well-balanced deck almost always features exactly two spells: one heavy/medium for structure removal, and one small for swarm control.

Choose your spells to perfectly cover the weaknesses of your primary win condition.

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Kit Isenberg
Author: Kit Isenberg

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