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>These spells—such as Fireball, Poison, Rocket, and Lightning—serve two critical functions: destroying expensive defensive structures and providing guaranteed tower damage in overtime.<br>
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<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>
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Never cast a heavy spell on a lone enemy unit unless it is a life-or-death defense.Do not guess the math.If they are playing 'Spell Bait', do not use your heavy spell on their weak swarms.
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Cheap Magic
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<br>Complementing your heavy nuke, your deck must feature at least one (often two) 'small' spells, costing 2 or 3 elixir.<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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The ToolOptimal ScenarioExamplesSmall Swarm Clear (2-3 Elixir)Instantly killing cheap swarms for a positive trade and quickly cycling the deckThe Log, Zap, ArrowsUtility / Displacement (1-3 Elixir)Physically moving enemy units to group them up for splash damage or pulling them to the King towerTornado, Freeze, Clone
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Balancing Your Magic
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<br>Decks that run only one spell are easily countered by 'Bait' strategies.<br>
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<br>Choose your spells to perfectly cover the weaknesses of your primary win condition.<br>
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