The Best Spells in Tower Rush
Ahmed Wilfong upravil tuto stránku před 1 týdnem


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.

A perfectly timed spell can save a crumbling defense or guarantee that your primary attacker connects with the enemy tower.
The Heavy Hitters: Nuking the Arena
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.
Patience is key.You must know exactly when you can 'spell out' the tower to win the game.If they are playing 'Spell Bait', do not use your heavy spell on their weak swarms. The Rotational Spells
Because they are so cheap, you can cast them frequently to clear out cheap distractions without ruining your economy.

Arrows, costing 3 elixir, sit in the middle; they lack special utility effects (like stun or knockback) but offer a massive radius and enough damage to kill tougher swarms like Minions and Archers.
The ToolOptimal ScenarioThe CardsSmall Swarm Clear (2-3 Elixir)Instantly killing cheap swarms for a positive trade and quickly cycling the deckThe Log, Zap, ArrowsUtility / 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 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.

When you have almost any queries regarding where by along with how to make use of tower rush, you possibly can contact us at our internet site.