diff --git a/Getting-the-Most-Out-of-Small-Spells-in-Tower-Rush.md b/Getting-the-Most-Out-of-Small-Spells-in-Tower-Rush.md new file mode 100644 index 0000000..0593f10 --- /dev/null +++ b/Getting-the-Most-Out-of-Small-Spells-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
When players discuss the most critical, game-winning cards in their deck, they rarely mention the humble 2-elixir small spells.
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Using a 2-elixir spell to perfectly counter a 5-elixir threat is the mathematical foundation of victory in the arena.
+The Small Spell Trinity +
The Log is the king of pure ground control; it boasts the widest area of effect, pushes all ground units backward, and deals the most damage of the three.
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The Zap is the ultimate utility spell; it hits both air and ground, deploys instantly with zero travel time, and crucially, resets the attack animation of any unit it hits.
+Save your magic.Always try to clip the enemy Princess tower.A Zap is instant; a Snowball has a slow arc. +Advanced Spell Tactics +
If you send a Hog Rider at the bridge, and you know the opponent's only counter is a Skeleton Army, you do not wait to see the skeletons.
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If your Musketeer is fighting an enemy Mega Minion, she will normally die and leave the Minion alive with a sliver of health.
+Cheap MagicPrimary FunctionThe WeaknessThe Log (2 Elixir)Clearing massive ground swarms and resetting the charge of Princes or Battle RamsUseless against any aerial threat (Minions, Bats, Balloons)The Zap (2 Elixir)Instantly resetting Inferno Towers, Sparky, or retargeting enemy unitsFails to fully kill equal-level Goblins, leaving you vulnerable to bait decks +The Discipline of Holding Your Spell +
The most difficult aspect of using small spells is knowing when NOT to cast them.
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Sometimes, the threat of the spell is more powerful than the spell itself.
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