Add 'The Best Spells in Tower Rush'

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Amos Dodge 2 months ago
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<br>Spells are the only cards in the game that can be placed absolutely anywhere on the map instantaneously, bypassing all normal rules of pathing and aggro.<br>
<br>Conversely, missing a heavy spell is the single fastest way to lose a match, instantly putting you at a massive elixir disadvantage.<br>
The Heavy Hitters: Nuking the Arena
<br>If your opponent perfectly defends your ground pushes all game, your heavy spell is your only remaining win condition in sudden death.<br>
<br>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.<br>
Wait for the clump.Casting it defensively prevents the opponent from safely playing swarms in that area for several seconds.Practice the timing.
The Small Spells: Utility and Cycle
<br>Cards like The Log, Zap, Giant Snowball, and Arrows are the primary tools for rapid swarm removal and fixing your hand rotation.<br>
<br>The Log is unparalleled for ground control, providing crucial knockback that resets the momentum of charging units.<br>
Spell CategoryBest Used ForThe CardsHeavy Nukes (6 Elixir)Instantly destroying massive clumped pushes or finishing the tower from 500+ healthRocket, LightningMedium Area Denial (4 Elixir)Killing mid-health support units (Wizards/Musketeers) and countering Spawner buildingsFireball, Poison
The Perfect Synergy
<br>A well-balanced deck almost always features exactly two spells: one heavy/medium for structure removal, and one small for swarm control.<br>
<br>Choose your spells to perfectly cover the weaknesses of your primary win condition.<br>
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