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A perfectly timed spell can completely dismantle an unstoppable push or secure a victory in the final seconds of a match.
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Unlike troops, which can be distracted or kited, direct damage spells provide guaranteed, unavoidable value.
+Small Spells, Big Impact
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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.
+The log is unparalleled for ground defense.Win the mind game.Know the exact damage your spell does.
+The Heavy Hitters
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If your opponent places a musketeer and a cannon directly next to their princess tower, a fireball provides insane value.
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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.
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Always ensure your spells cover the inherent weaknesses of your primary troops.
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