Mastering Spells in Tower Rush

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Never waste a small spell on a single, high-health target. If an inferno tower locks onto your giant, zap it to reset the damage beam.

While massive tanks and rapid-firing archers often steal the spotlight, spells are the true silent killers of the arena.


Unlike troops, which can be distracted or kited, direct damage spells provide guaranteed, unavoidable value.


Small Spells, Big Impact


Light spells, typically costing one to three energy, are the primary tools for dealing with cheap swarm units.


Because they are so cheap, they also act as excellent 'cycle' cards, allowing you to rotate back to your primary attackers quickly.


  • Never waste a small spell on a single, high-health target.
  • If an inferno tower locks onto your giant, zap it to reset the damage beam.
  • A deck without cheap removal will be destroyed by bait strategies.

The Heavy Hitters


If your opponent places a musketeer and a cannon directly next to their princess tower, a fireball provides insane value.


However, if you use a heavy spell to kill a cheap unit, you will instantly find yourself at a massive elixir disadvantage.


Spell ClassBest Scenario
Four-Cost MagicDestroying grouped support units behind a tank
Heavy MagicInstantly deleting massive threats like Sparky or X-Bow

Spell Selection


A fast Miner deck prefers Poison to slowly melt away cheap swarms placed to defend the tower.


Magic is a precise science in the arena; treat it with the respect it deserves.



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