Add 'The Best Spells in Tower Rush'

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Aja Calvin 4 days ago
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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>
<br>A perfectly timed spell can save a crumbling defense or guarantee that your primary attacker connects with the enemy tower.<br>
The Game Enders
<br>Every viable competitive deck must include at least one 'heavy' or 'medium' damage spell, typically costing between 4 and 6 elixir.<br>
<br>The Fireball is the most versatile medium spell, offering instant burst damage capable of severely crippling support units like Musketeers and Wizards.<br>
Patience is key.Do not guess the math.Save it for their primary defensive anchor or support units.
The Rotational Spells
<br>Cards like The Log, Zap, Giant Snowball, and Arrows are the primary tools for rapid swarm removal and fixing your hand rotation.<br>
<br>The Log is unparalleled for ground control, providing crucial knockback that resets the momentum of charging units.<br>
Spell CategoryBest 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
<br>Decks that run three spells (Triple Spell) are incredibly potent on defense but often lack the troop presence to mount a serious attack.<br>
<br>If your Golem is weak to Inferno Towers, bring Lightning and Zap.<br>
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