Add The Best Spells in Tower Rush
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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>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>If your opponent perfectly defends your ground pushes all game, your heavy spell is your only remaining win condition in sudden death.<br>
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<br>The Rocket and Lightning are incredibly expensive, high-risk nukes; they must be used carefully to secure massive positive elixir trades, usually by clipping a heavy unit AND the tower simultaneously.<br>
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Always wait until they place a second unit nearby to maximize your value.You must know exactly when you can 'spell out' the tower to win the game.Save it for their primary defensive anchor or support units.
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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>The Log is unparalleled for ground control, providing crucial knockback that resets the momentum of charging units.<br>
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The ToolOptimal ScenarioThe 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
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Balancing Your Magic
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<br>A well-balanced deck almost always features exactly two spells: one heavy/medium for structure removal, and one small for swarm control.<br>
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<br>Choose your spells to perfectly cover the weaknesses of your primary win condition.<br>
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