The Best Spells in Tower Rush

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Never cast a heavy spell on a lone enemy unit unless it is a life-or-death defense. Do not guess the math.

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 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.


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


  • Never cast a heavy spell on a lone enemy unit unless it is a life-or-death defense.
  • Do not guess the math.
  • If they are playing 'Spell Bait', do not use your heavy spell on their weak swarms.

The Small Spells: Utility and Cycle


Cards like The Log, Zap, Giant Snowball, and Arrows are the primary tools for rapid swarm removal and fixing your hand rotation.


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


The ToolBest Used ForTop Choices
Small Swarm Clear (2-3 Elixir)Instantly killing cheap swarms for a positive trade and quickly cycling the deckThe Log, Zap, Arrows
Utility / Displacement (1-3 Elixir)Physically moving enemy units to group them up for splash damage or pulling them to the King towerTornado, Freeze, Clone

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.



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