Add The Best Spells in Tower Rush
@@ -0,0 +1,15 @@
|
|||||||
|
<br>While troops and buildings form the physical foundation of your deck, spells represent your direct, unblockable influence over the battlefield.<br>
|
||||||
|
<br>This comprehensive guide explores the different categories of magic and how to select the perfect spells to complement your specific win condition.<br>
|
||||||
|
High-Damage Spells
|
||||||
|
<br>Every viable competitive deck must include at least one 'heavy' or 'medium' damage spell, typically costing between 4 and 6 elixir.<br>
|
||||||
|
<br>Poison provides identical total damage but spreads it out over several seconds, making it the absolute hard-counter to continuous Spawner buildings or Graveyard spells.<br>
|
||||||
|
Patience is key.Do not guess the math.Save it for their primary defensive anchor or support units.
|
||||||
|
The Small Spells: Utility and Cycle
|
||||||
|
<br>Because they are so cheap, you can cast them frequently to clear out cheap distractions without ruining your economy.<br>
|
||||||
|
<br>The Log is unparalleled for ground control, providing crucial knockback that resets the momentum of charging units.<br>
|
||||||
|
Spell CategoryOptimal ScenarioExamplesSmall Swarm Clear (2-3 Elixir)Instantly killing cheap swarms for a positive trade and quickly cycling the deckThe Log, Zap, ArrowsUtility / Displacement (1-3 Elixir)Physically moving enemy units to group them up for splash damage or pulling them to the King towerTornado, Freeze, Clone
|
||||||
|
The Spell Portfolio
|
||||||
|
<br>Decks that run three spells (Triple Spell) are incredibly potent on defense but often lack the troop presence to mount a serious attack.<br>
|
||||||
|
<br>Choose your spells to perfectly cover the weaknesses of your primary win condition.<br>
|
||||||
|
|
||||||
|
If you adored this information and you would such as to get additional information regarding [tower rush](https://tahananhub.com/author/carrolltorrez/) kindly see the webpage.
|
||||||
Reference in New Issue
Block a user