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>If your opponent perfectly defends your ground pushes all game, your heavy spell is your only remaining win condition in sudden death.<br>
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<br>The Rocket and Lightning are incredibly expensive, high-risk nukes; they must be used carefully to secure massive positive elixir trades, usually by clipping a heavy unit AND the tower simultaneously.<br>
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Always wait until they place a second unit nearby to maximize your value.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.
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The Small Spells: Utility and Cycle
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<br>Because they are so cheap, you can cast them frequently to clear out cheap distractions without ruining your economy.<br>
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<br>Zap and Snowball are essential for decks that struggle with Inferno Towers or fast, evasive aerial threats like Bats.<br>
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Spell CategoryPrimary FunctionTop ChoicesHeavy 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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Balancing Your Magic
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<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>
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<br>If your Golem is weak to Inferno Towers, bring Lightning and Zap.<br>
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