A perfectly timed spell can completely dismantle an unstoppable push or secure a victory in the final seconds of a match.
This article dives deep into the strategic application of both light and heavy spells to maximize your win rate.
The Light Spells: Cycle and Control
Light spells, typically costing one to three energy, are the primary tools for dealing with cheap swarm units.
A well-placed snowball can push a defending unit out of range, allowing your attacker to lock onto the tower instead.
Save it for swarms.
If an inferno tower locks onto your giant, zap it to reset the damage beam.
Always include at least one small spell in your deck.
The Heavy Hitters
Their primary purpose is to destroy mid-health defensive units while simultaneously dealing massive chip damage to the enemy tower.
However, if you use a heavy spell to kill a cheap unit, you will instantly find yourself at a massive elixir disadvantage.
Spell Class
Best Scenario
Fireball / Poison
Damaging the tower while killing a defending wizard
Rocket / Lightning
Bypassing all defenses completely
Synergizing Spells with Your Deck
A fast Miner deck prefers Poison to slowly melt away cheap swarms placed to defend the tower.
Always ensure your spells cover the inherent weaknesses of your primary troops.
For those who have almost any inquiries with regards to in which as well as tips on how to work with tower rush, you can e mail us from our own web-site.
Entre em Contato
Adhe Empregos
Adhe Empregos conectando quem busca trabalho com quem busca trabalhador