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Mastering Spells in Tower Rush

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.

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