Mastering Spells in Tower Rush
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Understanding exactly how and when to utilize your magical arsenal separates average players from absolute masters.

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.

Because they are so cheap, they also act as excellent 'cycle' cards, allowing you to rotate back to your primary attackers quickly.
Save it for swarms.Timing is critical.Always include at least one small spell in your deck. The Heavy Hitters
Heavy spells, such as fireball, poison, or rocket, are expensive investments that require careful calculation before casting.

Playing against a 'spell-cycle' deck that focuses entirely on defending and rocketing your tower is incredibly frustrating.
Spell StrategyDangerSpell CyclingHighly effective in double elixir when you can regenerate energy quicklyPre-firingCatastrophic if the opponent places nothing, wasting 4 mana Spell Selection
A fast Miner deck prefers Poison to slowly melt away cheap swarms placed to defend the tower.

Always ensure your spells cover the inherent weaknesses of your primary troops.

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