diff --git a/The-Best-Spells-in-Tower-Rush.md b/The-Best-Spells-in-Tower-Rush.md new file mode 100644 index 0000000..ab64bbc --- /dev/null +++ b/The-Best-Spells-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
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.
+
A perfectly timed spell can save a crumbling defense or guarantee that your primary attacker connects with the enemy tower.
+High-Damage Spells +
Every viable competitive deck must include at least one 'heavy' or 'medium' damage spell, typically costing between 4 and 6 elixir.
+
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.
+Always wait until they place a second unit nearby to maximize your value.Do not guess the math.If they are playing 'Spell Bait', do not use your heavy spell on their weak swarms. +The Small Spells: Utility and Cycle +
Because they are so cheap, you can cast them frequently to clear out cheap distractions without ruining your economy.
+
Zap and Snowball are essential for decks that struggle with Inferno Towers or fast, evasive aerial threats like Bats.
+Spell CategoryPrimary 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 +The Perfect Synergy +
Decks that run only one spell are easily countered by 'Bait' strategies.
+
Choose your spells to perfectly cover the weaknesses of your primary win condition.
+ +If you have any concerns relating to where and how you can utilize [tower rush](https://rightmeet.co.ke/@joesphstamm998), you could call us at our own website. \ No newline at end of file