The Best Spells in Tower Rush

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Choosing the correct combination of spells is arguably the most critical deck-building decision you will make, as they dictate your ability to finish games and secure positive trades.


This comprehensive guide explores the different categories of magic and how to select the perfect spells to complement your specific win condition.


High-Damage Spells


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


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.


  • 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.
  • Missing a Rocket is a catastrophic 6-elixir loss.

Cheap Magic


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.


Magic TypeBest Used ForTop Choices
Heavy Nukes (6 Elixir)Instantly destroying massive clumped pushes or finishing the tower from 500+ healthRocket, Lightning
Medium Area Denial (4 Elixir)Killing mid-health support units (Wizards/Musketeers) and countering Spawner buildingsFireball, Poison

The Spell Portfolio


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


If your Golem is weak to Inferno Towers, bring Lightning and Zap.



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