The Best Spells in Tower Rush

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Wait for the clump. Poison creates a zone of area denial. If you treasured this article therefore you would like to collect more info concerning tower rush generously visit our web site.

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.


Conversely, missing a heavy spell is the single fastest way to lose a match, instantly putting you at a massive elixir disadvantage.


High-Damage Spells


Every viable competitive deck must include at least one 'heavy' or 'medium' damage spell, typically costing between 4 and 6 elixir.


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.


  • Wait for the clump.
  • Poison creates a zone of area denial.
  • Only cast it when the enemy unit is stationary, or lead your target perfectly.

Cheap Magic


Because they are so cheap, you can cast them frequently to clear out cheap distractions without ruining your economy.


Arrows, costing 3 elixir, sit in the middle; they lack special utility effects (like stun or knockback) but offer a massive radius and enough damage to kill tougher swarms like Minions and Archers.


Spell CategoryPrimary FunctionTop Choices
Heavy Nukes (6 Elixir)Instantly destroying massive clumped pushes or finishing the tower from 500+ healthRocket, Lightning
Medium Area Denial (4 Elixir)Killing mid-health support units (Wizards/Musketeers) and countering Spawner buildingsFireball, Poison

The Perfect Synergy


Decks that run only one spell are easily countered by 'Bait' strategies.


If your Golem is weak to Inferno Towers, bring Lightning and Zap.



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