diff --git a/Mastering-Spells-in-Tower-Rush.md b/Mastering-Spells-in-Tower-Rush.md new file mode 100644 index 0000000..a19ddda --- /dev/null +++ b/Mastering-Spells-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
While massive tanks and rapid-firing archers often steal the spotlight, spells are the true silent killers of the arena.
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This article dives deep into the strategic application of both light and heavy spells to maximize your win rate.
+Small Spells, Big Impact +
Light spells, typically costing one to three energy, are the primary tools for dealing with cheap swarm units.
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Because they are so cheap, they also act as excellent 'cycle' cards, allowing you to rotate back to your primary attackers quickly.
+It pushes everything back and provides chip damage.Win the mind game.Use small spells to finish off weak towers in overtime. +Massive Area Damage +
Their primary purpose is to destroy mid-health defensive units while simultaneously dealing massive chip damage to the enemy tower.
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Playing against a 'spell-cycle' deck that focuses entirely on defending and rocketing your tower is incredibly frustrating.
+Magic CategoryPrimary UseFour-Cost MagicCreating consistent chip damageHigh-Damage SpellsFinishing off a tower from 500+ hitpoints +The Perfect Match +
Choosing the correct combination of spells is entirely dependent on the specific win condition you are using.
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Master the geometry, memorize the exact damage numbers, and your spells will never fail you.
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