A perfectly timed spell can completely dismantle an unstoppable push or secure a victory in the final seconds of a match.
Unlike troops, which can be distracted or kited, direct damage spells provide guaranteed, unavoidable value.
Small Spells, Big Impact
Light spells, typically costing one to three energy, are the primary tools for dealing with cheap swarm units.
Because they are so cheap, they also act as excellent 'cycle' cards, allowing you to rotate back to your primary attackers quickly.
The log is unparalleled for ground defense.Win the mind game.Know the exact damage your spell does.
The Heavy Hitters
If your opponent places a musketeer and a cannon directly next to their princess tower, a fireball provides insane value.
Playing against a 'spell-cycle' deck that focuses entirely on defending and rocketing your tower is incredibly frustrating.
Spell StrategyRisk LevelSpell CyclingHighly effective in double elixir when you can regenerate energy quicklyBlind CastingGame-winning if it connects with their primary defensive unit instantly
Spell Selection
A slow Golem deck requires Lightning to instantly remove defensive Inferno Towers that threaten the tank.
Always ensure your spells cover the inherent weaknesses of your primary troops.
If you have any type of inquiries concerning where and how you can use tower rush, you can call us at our own web site.