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Massive tanks and high-damage nukes get all the glory, while the simple Zap, Log, or Giant Snowball is treated as a boring necessity.
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This comprehensive guide explores the advanced techniques required to extract absolute maximum value from your cheapest magic.
+Choosing Your Cheap Magic +
The Log is the king of pure ground control; it boasts the widest area of effect, pushes all ground units backward, and deals the most damage of the three.
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This reset mechanic makes Zap mandatory if you need to protect a heavy tank from an escalating-damage building like the Inferno Tower.
+Activating the King Tower early provides massive defensive value for the rest of the game.If you use Zap, you must pair it with a troop to finish them off.The Log is the only small spell that can knock back heavy units like the Golem or P.E.K. Should you cherished this short article as well as you wish to be given more information concerning [tower rush](https://viewcast.altervista.org/@randi71x782687?page=about) generously check out our page. K.A. +Advanced Spell Tactics +
If you send a Hog Rider at the bridge, and you know the opponent's only counter is a Skeleton Army, you do not wait to see the skeletons.
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If your Musketeer is fighting an enemy Mega Minion, she will normally die and leave the Minion alive with a sliver of health.
+Advanced TacticThe ResultThe Aggro ResetZap an enemy unit that is locked onto your weak tower; it will instantly retarget onto the healthy Ice Golem you just placed next to itThe Knockback StallUse Snowball to knock an enemy Balloon away from your tower, buying your Musketeer enough time to shoot it down before it drops a bomb +Patience with Magic +
If you panic and use your Log on a harmless Ice Spirit, the opponent will instantly punish you with a devastating Goblin Barrel.
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Master the timing, understand the specific damage numbers, and never waste your magic.
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