The Best Spells in Tower Rush

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Lightning requires three distinct targets to achieve maximum value. Poison creates a zone of area denial. If you are you looking for more information about tower rush have a look at our webpage.

While troops and buildings form the physical foundation of your deck, spells represent your direct, unblockable influence over the battlefield.


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


The Game Enders


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.


  • Lightning requires three distinct targets to achieve maximum value.
  • Poison creates a zone of area denial.
  • Missing a Rocket is a catastrophic 6-elixir loss.

The Small Spells: Utility and Cycle


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.


The ToolPrimary FunctionExamples
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

The Spell Portfolio


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


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



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