diff --git a/The-Best-Spells-in-Tower-Rush.md b/The-Best-Spells-in-Tower-Rush.md new file mode 100644 index 0000000..07b3fe3 --- /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.
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A perfectly timed spell can save a crumbling defense or guarantee that your primary attacker connects with the enemy tower.
+The Game Enders +
Every viable competitive deck must include at least one 'heavy' or 'medium' damage spell, typically costing between 4 and 6 elixir.
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The Fireball is the most versatile medium spell, offering instant burst damage capable of severely crippling support units like Musketeers and Wizards.
+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. +The Small Spells: Utility and Cycle +
Complementing your heavy nuke, your deck must feature at least one (often two) 'small' spells, costing 2 or 3 elixir.
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Zap and Snowball are essential for decks that struggle with Inferno Towers or fast, evasive aerial threats like Bats.
+The ToolOptimal ScenarioExamplesHeavy 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 Spell Portfolio +
Decks that run only one spell are easily countered by 'Bait' strategies.
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Choose your spells to perfectly cover the weaknesses of your primary win condition.
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