Add The Best Spells in Tower Rush
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<br>Choosing the correct combination of spells is arguably the most critical deck-building decision you will make, as they dictate your ability to finish games and secure positive trades.<br>
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<br>This comprehensive guide explores the different categories of magic and how to select the perfect spells to complement your specific win condition.<br>
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The Heavy Hitters: Nuking the Arena
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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>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.Only cast it when the enemy unit is stationary, or lead your target perfectly.
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The Rotational Spells
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<br>Complementing your heavy nuke, your deck must feature at least one (often two) 'small' spells, costing 2 or 3 elixir.<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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Magic TypeOptimal ScenarioExamplesSmall 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>Your magic is your most reliable weapon; wield it with absolute precision.<br>
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