diff --git a/The-Best-Spells-in-Tower-Rush.md b/The-Best-Spells-in-Tower-Rush.md new file mode 100644 index 0000000..994bdad --- /dev/null +++ b/The-Best-Spells-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
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.
+
A perfectly timed spell can save a crumbling defense or guarantee that your primary attacker connects with the enemy tower.
+The Heavy Hitters: Nuking the Arena +
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.Missing a Rocket is a catastrophic 6-elixir loss. +The Rotational Spells +
Complementing your heavy nuke, your deck must feature at least one (often two) 'small' spells, costing 2 or 3 elixir.
+
Zap and Snowball are essential for decks that struggle with Inferno Towers or fast, evasive aerial threats like Bats.
+The ToolBest Used ForTop ChoicesSmall 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 +Balancing Your Magic +
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.
+ +When you have any kind of questions with regards to wherever along with the best way to use [tower rush](https://jobssindia.com/companies/muzeocollection/), you possibly can contact us at our own site. \ No newline at end of file