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>A perfectly timed spell can save a crumbling defense or guarantee that your primary attacker connects with the enemy tower.<br>
|
||||
The Heavy Hitters: Nuking the Arena
|
||||
<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.You must know exactly when you can 'spell out' the tower to win the game.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 CategoryBest Used ForExamplesHeavy 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
|
||||
The Perfect Synergy
|
||||
<br>A well-balanced deck almost always features exactly two spells: one heavy/medium for structure removal, and one small for swarm control.<br>
|
||||
<br>Your magic is your most reliable weapon; wield it with absolute precision.<br>
|
||||
|
||||
If you adored this write-up and you would such as to receive even more information regarding [tower rush](https://git.csi-kjsce.org/sallycarner64) kindly visit our own web site.
|
||||
Reference in New Issue
Block a user