zackgarvan3097
zackgarvan3097
The Best Spells in Tower Rush
While troops and buildings form the physical foundation of your deck, spells represent your direct, unblockable influence over the battlefield.
This comprehensive guide explores the different categories of magic and how to select the perfect spells to complement your specific win condition.
High-Damage Spells
If your opponent perfectly defends your ground pushes all game, your heavy spell is your only remaining win condition in sudden death.
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.
- Missing a Rocket is a catastrophic 6-elixir loss.
The Rotational Spells
Because they are so cheap, you can cast them frequently to clear out cheap distractions without ruining your economy.
Zap and Snowball are essential for decks that struggle with Inferno Towers or fast, evasive aerial threats like Bats.
| Magic Type | Best Used For | Top Choices |
|---|---|---|
| Heavy Nukes (6 Elixir) | Instantly destroying massive clumped pushes or finishing the tower from 500+ health | Rocket, Lightning |
| Medium Area Denial (4 Elixir) | Killing mid-health support units (Wizards/Musketeers) and countering Spawner buildings | Fireball, Poison |
The Perfect Synergy
Decks that run three spells (Triple Spell) are incredibly potent on defense but often lack the troop presence to mount a serious attack.
Choose your spells to perfectly cover the weaknesses of your primary win condition.
If you are you looking for more in regards to tower rush review our own internet site.

