Add Getting the Most Out of Small Spells in Tower Rush

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<br>However, ask any professional player, and they will tell you that mastering small spell usage is the defining characteristic of a Grandmaster.<br>
<br>Small spells are the glue that holds a deck together; they provide unparalleled utility, fix rotation errors, and secure massive positive elixir trades.<br>
Choosing Your Cheap Magic
<br>The three premier small spells—The Log, Zap, and Giant Snowball—each offer completely unique mechanics, and choosing the right one dictates your playstyle.<br>
<br>The Zap is the ultimate utility spell; it hits both air and ground, deploys instantly with zero travel time, and crucially, resets the attack animation of any unit it hits.<br>
Use Snowball to knock enemy miners onto your King Tower.If you use Zap, you must pair it with a troop to finish them off.The Log is the only small spell that can knock back heavy units like the Golem or P.E.K. If you cherished this post and you would like to acquire extra information regarding [tower rush](https://www.trueposter.com/damarisw03935) kindly take a look at our own web site. K.A.
The Mind Games of Magic
<br>Because small spells are so cheap, they are the primary tool used for 'predictive' gameplay—casting a spell before the enemy even deploys their defense.<br>
<br>If your Musketeer is fighting an enemy Mega Minion, she will normally die and leave the Minion alive with a sliver of health.<br>
Advanced TacticExecutionThe Aggro ResetZap an enemy unit that is locked onto your weak tower; it will instantly retarget onto the healthy Ice Golem you just placed next to itThe Knockback StallUse Snowball to knock an enemy Balloon away from your tower, buying your Musketeer enough time to shoot it down before it drops a bomb
The Discipline of Holding Your Spell
<br>The most difficult aspect of using small spells is knowing when NOT to cast them.<br>
<br>Sometimes, the threat of the spell is more powerful than the spell itself.<br>