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.
The Light Spells: Cycle and Control
Light spells, typically costing one to three energy, are the primary tools for dealing with cheap swarm units.
A well-placed snowball can push a defending unit out of range, allowing your attacker to lock onto the tower instead.
- Maximize your value.
- Use zap to reset targeting.
- It is non-negotiable.
The Heavy Spells: Destruction and Value
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 Type | Best Scenario |
|---|---|
| Fireball / Poison | Destroying grouped support units behind a tank |
| Heavy Magic | Instantly deleting massive threats like Sparky or X-Bow |
The Perfect Match
Choosing the correct combination of spells is entirely dependent on the specific win condition you are using.
Magic is a precise science in the arena; treat it with the respect it deserves.
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