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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> |
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<br>A perfectly timed spell can save a crumbling defense or guarantee that your primary attacker connects with the enemy tower.<br> |
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The Game Enders |
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<br>Every viable competitive deck must include at least one 'heavy' or 'medium' damage spell, typically costing between 4 and 6 elixir.<br> |
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<br>The Fireball is the most versatile medium spell, offering instant burst damage capable of severely crippling support units like Musketeers and Wizards.<br> |
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Patience is key.Do not guess the math.Save it for their primary defensive anchor or support units. |
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The Rotational Spells |
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<br>Cards like The Log, Zap, Giant Snowball, and Arrows are the primary tools for rapid swarm removal and fixing your hand rotation.<br> |
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<br>The Log is unparalleled for ground control, providing crucial knockback that resets the momentum of charging units.<br> |
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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 |
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Balancing Your Magic |
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<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> |
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<br>If your Golem is weak to Inferno Towers, bring Lightning and Zap.<br> |
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