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>Conversely, missing a heavy spell is the single fastest way to lose a match, instantly putting you at a massive elixir disadvantage.<br>
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The Heavy Hitters: Nuking the Arena
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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>The Fireball is the most versatile medium spell, offering instant burst damage capable of severely crippling support units like Musketeers and Wizards.<br>
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Do not use 6 elixir to kill a single 4-elixir unit.Poison creates a zone of area denial.Practice the timing.
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The Rotational Spells
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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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The ToolOptimal ScenarioExamplesHeavy 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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The Spell Portfolio
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<br>A well-balanced deck almost always features exactly two spells: one heavy/medium for structure removal, and one small for swarm control.<br>
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<br>If your Golem is weak to Inferno Towers, bring Lightning and Zap.<br>
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