From 124afa210c0983d0d4ec1557eed9ca80a1722081 Mon Sep 17 00:00:00 2001 From: Albertha Getty Date: Wed, 15 Jul 2026 14:01:40 +0200 Subject: [PATCH] Add Mastering Spells in Tower Rush --- Mastering-Spells-in-Tower-Rush.md | 15 +++++++++++++++ 1 file changed, 15 insertions(+) create mode 100644 Mastering-Spells-in-Tower-Rush.md diff --git a/Mastering-Spells-in-Tower-Rush.md b/Mastering-Spells-in-Tower-Rush.md new file mode 100644 index 0000000..2b6f187 --- /dev/null +++ b/Mastering-Spells-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
A perfectly timed spell can completely dismantle an unstoppable push or secure a victory in the final seconds of a match.
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Unlike troops, which can be distracted or kited, direct damage spells provide guaranteed, unavoidable value.
+The Light Spells: Cycle and Control +
Light spells, typically costing one to three energy, are the primary tools for dealing with cheap swarm units.
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Because they are so cheap, they also act as excellent 'cycle' cards, allowing you to rotate back to your primary attackers quickly.
+It is the most reliable spell.Practice predictive small spells.Know the exact damage your spell does. +Massive Area Damage +
Their primary purpose is to destroy mid-health defensive units while simultaneously dealing massive chip damage to the enemy tower.
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Playing against a 'spell-cycle' deck that focuses entirely on defending and rocketing your tower is incredibly frustrating.
+Spell TypePrimary UseMid-Damage SpellsDamaging the tower while killing a defending wizardRocket / LightningBypassing all defenses completely +Spell Selection +
A slow Golem deck requires Lightning to instantly remove defensive Inferno Towers that threaten the tank.
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Always ensure your spells cover the inherent weaknesses of your primary troops.
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