Mastering Spells in Tower Rush

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It pushes everything back and provides chip damage. Practice predictive small spells.

While massive tanks and rapid-firing archers often steal the spotlight, spells are the true silent killers of the arena.


However, because they leave no physical presence on the battlefield, missing a spell is a catastrophic waste of resources.


Mastering Cheap Magic


Light spells, typically costing one to three energy, are the primary tools for dealing with cheap swarm units.


A well-placed snowball can push a defending unit out of range, allowing your attacker to lock onto the tower instead.


  • It pushes everything back and provides chip damage.
  • Practice predictive small spells.
  • Use small spells to finish off weak towers in overtime.

The Heavy Hitters


Heavy spells, such as fireball, poison, or rocket, are expensive investments that require careful calculation before casting.


Playing against a 'spell-cycle' deck that focuses entirely on defending and rocketing your tower is incredibly frustrating.


Spell ClassBest Scenario
Fireball / PoisonDestroying grouped support units behind a tank
Rocket / LightningFinishing off a tower from 500+ hitpoints

The Perfect Match


A fast Miner deck prefers Poison to slowly melt away cheap swarms placed to defend the tower.


Magic is a precise science in the arena; treat it with the respect it deserves.



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