Add Mastering Spells in Tower Rush
@@ -0,0 +1,15 @@
|
||||
<br>While massive tanks and rapid-firing archers often steal the spotlight, spells are the true silent killers of the arena.<br>
|
||||
<br>This article dives deep into the strategic application of both light and heavy spells to maximize your win rate.<br>
|
||||
Small Spells, Big Impact
|
||||
<br>Light spells, typically costing one to three energy, are the primary tools for dealing with cheap swarm units.<br>
|
||||
<br>Because they are so cheap, they also act as excellent 'cycle' cards, allowing you to rotate back to your primary attackers quickly.<br>
|
||||
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
|
||||
<br>Their primary purpose is to destroy mid-health defensive units while simultaneously dealing massive chip damage to the enemy tower.<br>
|
||||
<br>Playing against a 'spell-cycle' deck that focuses entirely on defending and rocketing your tower is incredibly frustrating.<br>
|
||||
Magic CategoryPrimary UseFour-Cost MagicCreating consistent chip damageHigh-Damage SpellsFinishing off a tower from 500+ hitpoints
|
||||
The Perfect Match
|
||||
<br>Choosing the correct combination of spells is entirely dependent on the specific win condition you are using.<br>
|
||||
<br>Master the geometry, memorize the exact damage numbers, and your spells will never fail you.<br>
|
||||
|
||||
If you beloved this posting and you would like to receive extra facts with regards to [tower rush](https://villeladating.com/@tommiekincade7) kindly visit our own site.
|
||||
Reference in New Issue
Block a user