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However, ask any professional player, and they will tell you that mastering small spell usage is the defining characteristic of a Grandmaster.
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Using a 2-elixir spell to perfectly counter a 5-elixir threat is the mathematical foundation of victory in the arena.
+The Small Spell Trinity
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The three premier small spells—The Log, Zap, and Giant Snowball—each offer completely unique mechanics, and choosing the right one dictates your playstyle.
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The Giant Snowball is the high-skill ceiling alternative; it slows units down and physically knocks them away from their target, allowing you to perfectly manipulate enemy pathing.
+Activating the King Tower early provides massive defensive value for the rest of the game.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 beloved this short article and you would like to obtain much more info with regards to [tower rush](http://social.tpv.vn/read-blog/18954_the-most-underrated-units-in-tower-rush.html) kindly visit the web-site. K.A.
+Advanced Spell Tactics
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You cast The Log immediately behind your Hog Rider; the Log rolls forward, crushing the skeletons the exact millisecond they spawn, securing a guaranteed tower connection.
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By casting a quick Zap during the duel, you deal just enough damage to secure the kill, keeping your Musketeer alive for a counter-attack.
+Advanced TacticHow to do itThe 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 Silent Threat
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The most difficult aspect of using small spells is knowing when NOT to cast them.
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Sometimes, the threat of the spell is more powerful than the spell itself.
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