The Best Spells in Tower Rush

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Patience is key. You must know exactly when you can 'spell out' the tower to win the game If you have any type of inquiries regarding where and how you can make use of tower rush, you can call us at.

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.


This comprehensive guide explores the different categories of magic and how to select the perfect spells to complement your specific win condition.


High-Damage Spells


If your opponent perfectly defends your ground pushes all game, your heavy spell is your only remaining win condition in sudden death.


The Fireball is the most versatile medium spell, offering instant burst damage capable of severely crippling support units like Musketeers and Wizards.


  • Patience is key.
  • You must know exactly when you can 'spell out' the tower to win the game.
  • If they are playing 'Spell Bait', do not use your heavy spell on their weak swarms.

The Small Spells: Utility and Cycle


Because they are so cheap, you can cast them frequently to clear out cheap distractions without ruining your economy.


The Log is unparalleled for ground control, providing crucial knockback that resets the momentum of charging units.


Magic TypeBest Used ForTop Choices
Heavy Nukes (6 Elixir)Instantly destroying massive clumped pushes or finishing the tower from 500+ healthRocket, Lightning
Medium Area Denial (4 Elixir)Killing mid-health support units (Wizards/Musketeers) and countering Spawner buildingsFireball, Poison

The Perfect Synergy


Decks that run three spells (Triple Spell) are incredibly potent on defense but often lack the troop presence to mount a serious attack.


If your Golem is weak to Inferno Towers, bring Lightning and Zap.



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