The Best Spells in Tower Rush

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Lightning requires three distinct targets to achieve maximum value If you have any questions concerning exactly where and how to use tower rush, you can make contact with us at the site. .

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


This comprehensive guide explores the different categories of magic and how to select the perfect spells to complement your specific win condition.


The Game Enders


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


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.


  • Lightning requires three distinct targets to achieve maximum value.
  • Casting it defensively prevents the opponent from safely playing swarms in that area for several seconds.
  • Only cast it when the enemy unit is stationary, or lead your target perfectly.

The Rotational Spells


Complementing your heavy nuke, your deck must feature at least one (often two) 'small' spells, costing 2 or 3 elixir.


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


Magic TypeOptimal ScenarioExamples
Heavy Nukes (6 Elixir)Instantly destroying massive clumped pushes or finishing the tower from 500+ healthRocket, Lightning
Medium Area Denial (4 Elixir)Killing mid-health support units (Wizards/Musketeers) and countering Spawner buildingsFireball, Poison

The Perfect Synergy


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


Your magic is your most reliable weapon; wield it with absolute precision.



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