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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>Conversely, missing a heavy spell is the single fastest way to lose a match, instantly putting you at a massive elixir disadvantage.<br> |
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The Heavy Hitters: Nuking the Arena |
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<br>These spells—such as Fireball, Poison, Rocket, and Lightning—serve two critical functions: destroying expensive defensive structures and providing guaranteed tower damage in overtime.<br> |
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<br>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.<br> |
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Do not use 6 elixir to kill a single 4-elixir unit.Casting it defensively prevents the opponent from safely playing swarms in that area for several seconds.Missing a Rocket is a catastrophic 6-elixir loss. |
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The Rotational Spells |
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<br>Because they are so cheap, you can cast them frequently to clear out cheap distractions without ruining your economy.<br> |
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<br>Zap and Snowball are essential for decks that struggle with Inferno Towers or fast, evasive aerial threats like Bats.<br> |
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The ToolPrimary FunctionThe CardsSmall 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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The Perfect Synergy |
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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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If you have any thoughts about where by and how to use [tower rush](https://yazooli.net/read-blog/111955_top-defensive-combinations-in-tower-rush.html), you can get hold of us at our own website. |