Le coeur perdu – Paris

The Best Spells in Tower Rush

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

Conversely, missing a heavy spell is the single fastest way to lose a match, instantly putting you at a massive elixir disadvantage.

High-Damage Spells

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

The Fireball is the most versatile medium spell, offering instant burst damage capable of severely crippling support units like Musketeers and Wizards.

  • Wait for the clump.
  • 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.

Cheap Magic

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

Zap and Snowball are essential for decks that struggle with Inferno Towers or fast, evasive aerial threats like Bats.

Spell Category Best Used For 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 only one spell are easily countered by ‘Bait’ strategies.

If your Golem is weak to Inferno Towers, bring Lightning and Zap.

If you cherished this article so you would like to receive more info regarding tower rush i implore you to visit our own website.

Lascia un commento

Il tuo indirizzo email non sarà pubblicato. I campi obbligatori sono contrassegnati *

0
    CARRELLO
    Il tuo carrello è vuoto!Torna allo shop