A perfectly timed spell can completely dismantle an unstoppable push or secure a victory in the final seconds of a match.
Unlike troops, which can be distracted or kited, direct damage spells provide guaranteed, unavoidable value.
The Light Spells: Cycle and Control
Light spells, typically costing one to three energy, are the primary tools for dealing with cheap swarm units.
Because they are so cheap, they also act as excellent 'cycle' cards, allowing you to rotate back to your primary attackers quickly.
- It pushes everything back and provides chip damage.
- Practice predictive small spells.
- Use small spells to finish off weak towers in overtime.
The Heavy Spells: Destruction and Value
Their primary purpose is to destroy mid-health defensive units while simultaneously dealing massive chip damage to the enemy tower.
Playing against a 'spell-cycle' deck that focuses entirely on defending and rocketing your tower is incredibly frustrating.
| Spell Strategy | Risk Level |
|---|---|
| Spell Spam | Extremely risky in single elixir, as it leaves you defenseless |
| Predictive Fireball | Catastrophic if the opponent places nothing, wasting 4 mana |
The Perfect Match
Choosing the correct combination of spells is entirely dependent on the specific win condition you are using.
Master the geometry, memorize the exact damage numbers, and your spells will never fail you.
When you loved this post and you would like to receive more information concerning tower rush assure visit the web site.

