Mastering Spells in Tower Rush

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It pushes everything back and provides chip damage. Practice predictive small spells.

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 StrategyRisk Level
Spell SpamExtremely risky in single elixir, as it leaves you defenseless
Predictive FireballCatastrophic 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.



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