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
If your opponent perfectly defends your ground pushes all game, your heavy spell is your only remaining win condition in sudden death.
The Rocket and Lightning are incredibly expensive, high-risk nukes; they must be used carefully to secure massive positive elixir trades, usually by clipping a heavy unit AND the tower simultaneously.
- Wait for the clump.
- Poison creates a zone of area denial.
- Missing a Rocket is a catastrophic 6-elixir loss.
The Rotational Spells
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.
| Magic Type | Primary Function | Examples |
|---|---|---|
| Heavy Nukes (6 Elixir) | Instantly destroying massive clumped pushes or finishing the tower from 500+ health | Rocket, Lightning |
| Medium Area Denial (4 Elixir) | Killing mid-health support units (Wizards/Musketeers) and countering Spawner buildings | Fireball, Poison |
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.
If your Golem is weak to Inferno Towers, bring Lightning and Zap.
If you have just about any inquiries concerning where by along with how you can employ tower rush, you'll be able to e-mail us in our own webpage.