Add 'The Best Spells in Tower Rush'
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<br>Choosing the correct combination of spells is arguably the most critical deck-building decision you will make, as they dictate your ability to finish games and secure positive trades.<br>
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<br>This comprehensive guide explores the different categories of magic and how to select the perfect spells to complement your specific win condition.<br>
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High-Damage Spells
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<br>Every viable competitive deck must include at least one 'heavy' or 'medium' damage spell, typically costing between 4 and 6 elixir.<br>
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<br>The Fireball is the most versatile medium spell, offering instant burst damage capable of severely crippling support units like Musketeers and Wizards.<br>
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Do not use 6 elixir to kill a single 4-elixir unit.Casting it defensively prevents the opponent from safely playing swarms in that area for several seconds.Practice the timing.
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The Rotational Spells
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<br>Cards like The Log, Zap, Giant Snowball, and Arrows are the primary tools for rapid swarm removal and fixing your hand rotation.<br>
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<br>The Log is unparalleled for ground control, providing crucial knockback that resets the momentum of charging units.<br>
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Magic TypePrimary FunctionThe CardsHeavy Nukes (6 Elixir)Instantly destroying massive clumped pushes or finishing the tower from 500+ healthRocket, LightningMedium Area Denial (4 Elixir)Killing mid-health support units (Wizards/Musketeers) and countering Spawner buildingsFireball, Poison
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The Spell Portfolio
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<br>Decks that run only one spell are easily countered by 'Bait' strategies.<br>
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<br>If your Golem is weak to Inferno Towers, bring Lightning and Zap.<br>
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