The Best Spells in Tower Rush

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Wait for the clump. If you adored this short article and you would such as to receive more facts regarding tower rush kindly see our own web-site. Poison creates a zone of area denial.

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.


High-Damage Spells


Every viable competitive deck must include at least one 'heavy' or 'medium' damage spell, typically costing between 4 and 6 elixir.


The Fireball is the most versatile medium spell, offering instant burst damage capable of severely crippling support units like Musketeers and Wizards.


  • Wait for the clump.
  • Poison creates a zone of area denial.
  • Missing a Rocket is a catastrophic 6-elixir loss.

Cheap Magic


Cards like The Log, Zap, Giant Snowball, and Arrows are the primary tools for rapid swarm removal and fixing your hand rotation.


Arrows, costing 3 elixir, sit in the middle; they lack special utility effects (like stun or knockback) but offer a massive radius and enough damage to kill tougher swarms like Minions and Archers.


Magic TypeBest Used ForExamples
Small Swarm Clear (2-3 Elixir)Instantly killing cheap swarms for a positive trade and quickly cycling the deckThe 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 towerTornado, Freeze, Clone

Balancing Your Magic


Decks that run only one spell are easily countered by 'Bait' strategies.


Your magic is your most reliable weapon; wield it with absolute precision.



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