The Best Spells in Tower Rush

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Do not use 6 elixir to kill a single 4-elixir unit. Casting it defensively prevents the opponent from safely playing swarms in that area for several seconds.

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.


Conversely, missing a heavy spell is the single fastest way to lose a match, instantly putting you at a massive elixir disadvantage.


The Game Enders


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


Poison provides identical total damage but spreads it out over several seconds, making it the absolute hard-counter to continuous Spawner buildings or Graveyard spells.


  • Do not use 6 elixir to kill a single 4-elixir unit.
  • Casting it defensively prevents the opponent from safely playing swarms in that area for several seconds.
  • Missing a Rocket is a catastrophic 6-elixir loss.

Cheap Magic


Because they are so cheap, you can cast them frequently to clear out cheap distractions without ruining your economy.


Zap and Snowball are essential for decks that struggle with Inferno Towers or fast, evasive aerial threats like Bats.


Spell CategoryBest 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 three spells (Triple Spell) are incredibly potent on defense but often lack the troop presence to mount a serious attack.


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



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