Add The Best Spells in Tower Rush
@@ -0,0 +1,15 @@
|
|||||||
|
<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>Conversely, missing a heavy spell is the single fastest way to lose a match, instantly putting you at a massive elixir disadvantage.<br>
|
||||||
|
The Heavy Hitters: Nuking the Arena
|
||||||
|
<br>Every viable competitive deck must include at least one 'heavy' or 'medium' damage spell, typically costing between 4 and 6 elixir.<br>
|
||||||
|
<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>
|
||||||
|
Wait for the clump.Poison creates a zone of area denial.Missing a Rocket is a catastrophic 6-elixir loss.
|
||||||
|
The Rotational Spells
|
||||||
|
<br>Complementing your heavy nuke, your deck must feature at least one (often two) 'small' spells, costing 2 or 3 elixir.<br>
|
||||||
|
<br>The Log is unparalleled for ground control, providing crucial knockback that resets the momentum of charging units.<br>
|
||||||
|
Magic TypePrimary FunctionThe CardsHeavy Nukes (6 Elixir)Instantly destroying massive clumped pushes or finishing the tower from 500+ healthRocket, LightningMedium Area Denial (4 Elixir)Killing mid-health support units (Wizards/Musketeers) and countering Spawner buildingsFireball, Poison
|
||||||
|
Balancing Your Magic
|
||||||
|
<br>A well-balanced deck almost always features exactly two spells: one heavy/medium for structure removal, and one small for swarm control.<br>
|
||||||
|
<br>Your magic is your most reliable weapon; wield it with absolute precision.<br>
|
||||||
|
|
||||||
|
To learn more information regarding [tower rush](https://dev.kiramtech.com/susannahshedde/susannah2006/wiki/How-to-Coach-and-Teach-Beginners-in-Tower-Rush) visit our site.
|
||||||
Reference in New Issue
Block a user