Add The Best Spells in Tower Rush
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<br>Spells are the only cards in the game that can be placed absolutely anywhere on the map instantaneously, bypassing all normal rules of pathing and aggro.<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 Game Enders
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<br>Every viable competitive deck must include at least one 'heavy' or 'medium' damage spell, typically costing between 4 and 6 elixir.<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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Lightning requires three distinct targets to achieve maximum value.Casting it defensively prevents the opponent from safely playing swarms in that area for several seconds.Missing a Rocket is a catastrophic 6-elixir loss.
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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>The Log is unparalleled for ground control, providing crucial knockback that resets the momentum of charging units.<br>
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Magic TypePrimary FunctionThe CardsSmall 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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The Perfect Synergy
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<br>Decks that run only one spell are easily countered by 'Bait' strategies.<br>
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<br>If your Golem is weak to Inferno Towers, bring Lightning and Zap.<br>
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