The Best Spells in Tower Rush

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


A perfectly timed spell can save a crumbling defense or guarantee that your primary attacker connects with the enemy tower.


The Heavy Hitters: Nuking the Arena


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.


  • 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.

The Rotational Spells


Because they are so cheap, you can cast them frequently to clear out cheap distractions without ruining your economy.


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


Spell CategoryOptimal 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 Spell Portfolio


A well-balanced deck almost always features exactly two spells: one heavy/medium for structure removal, and one small for swarm control.


Choose your spells to perfectly cover the weaknesses of your primary win condition.



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