diff --git a/The-Best-Spells-in-Tower-Rush.md b/The-Best-Spells-in-Tower-Rush.md new file mode 100644 index 0000000..5d158fe --- /dev/null +++ b/The-Best-Spells-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
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.
+
Conversely, missing a heavy spell is the single fastest way to lose a match, instantly putting you at a massive elixir disadvantage.
+The Game Enders +
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.
+Do not use 6 elixir to kill a single 4-elixir unit.Poison creates a zone of area denial.Only cast it when the enemy unit is stationary, or lead your target perfectly. +The Rotational Spells +
Complementing your heavy nuke, your deck must feature at least one (often two) 'small' spells, costing 2 or 3 elixir.
+
Arrows, costing 3 elixir, sit in the middle; they lack special utility effects (like stun or knockback) but offer a massive radius and enough damage to kill tougher swarms like Minions and Archers.
+Magic TypePrimary FunctionTop ChoicesSmall 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 +The Spell Portfolio +
Decks that run only one spell are easily countered by 'Bait' strategies.
+
If your Golem is weak to Inferno Towers, bring Lightning and Zap.
+ +If you cherished this post and you would like to receive a lot more details with regards to [tower rush](https://git.nostr.rocks/waldo88f65995) kindly stop by our own web-page. \ No newline at end of file