The Best Spells in Tower Rush

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Patience is key. If you want to learn more information on tower rush review the internet site. You must know exactly when you can 'spell out' the tower to win the game.

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.


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


Every viable competitive deck must include at least one 'heavy' or 'medium' damage spell, typically costing between 4 and 6 elixir.


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.


  • Patience is key.
  • You must know exactly when you can 'spell out' the tower to win the game.
  • Save it for their primary defensive anchor or support units.

The Rotational Spells


Cards like The Log, Zap, Giant Snowball, and Arrows are the primary tools for rapid swarm removal and fixing your hand rotation.


The Log is unparalleled for ground control, providing crucial knockback that resets the momentum of charging units.


The ToolBest Used ForThe Cards
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

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.



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