The Best Spells in Tower Rush

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Always wait until they place a second unit nearby to maximize your value. Do not guess the math.

While troops and buildings form the physical foundation of your deck, spells represent your direct, unblockable influence over the battlefield.


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


The Heavy Hitters: Nuking the Arena


Every viable competitive deck must include at least one 'heavy' or 'medium' damage spell, typically costing between 4 and 6 elixir.


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.


  • Always wait until they place a second unit nearby to maximize your value.
  • Do not guess the math.
  • Save it for their primary defensive anchor or support units.

Cheap Magic


Complementing your heavy nuke, your deck must feature at least one (often two) 'small' spells, costing 2 or 3 elixir.


Zap and Snowball are essential for decks that struggle with Inferno Towers or fast, evasive aerial threats like Bats.


Spell CategoryOptimal ScenarioTop 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 Spell Portfolio


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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