Add Mastering Spells in Tower Rush
parent
fb6cefc644
commit
af4a42abb6
15
Mastering-Spells-in-Tower-Rush.md
Normal file
15
Mastering-Spells-in-Tower-Rush.md
Normal file
@ -0,0 +1,15 @@
|
||||
<br>A perfectly timed spell can completely dismantle an unstoppable push or secure a victory in the final seconds of a match.<br>
|
||||
<br>This article dives deep into the strategic application of both light and heavy spells to maximize your win rate.<br>
|
||||
The Light Spells: Cycle and Control
|
||||
<br>Light spells, typically costing one to three energy, are the primary tools for dealing with cheap swarm units.<br>
|
||||
<br>Because they are so cheap, they also act as excellent 'cycle' cards, allowing you to rotate back to your primary attackers quickly.<br>
|
||||
Save it for swarms.If an inferno tower locks onto your giant, zap it to reset the damage beam.Always include at least one small spell in your deck.
|
||||
Massive Area Damage
|
||||
<br>If your opponent places a musketeer and a cannon directly next to their princess tower, a fireball provides insane value.<br>
|
||||
<br>Playing against a 'spell-cycle' deck that focuses entirely on defending and rocketing your tower is incredibly frustrating.<br>
|
||||
UsageDrawbackTower NukingExtremely risky in single elixir, as it leaves you defenselessBlind CastingCatastrophic if the opponent places nothing, wasting 4 mana
|
||||
The Perfect Match
|
||||
<br>Choosing the correct combination of spells is entirely dependent on the specific win condition you are using.<br>
|
||||
<br>Always ensure your spells cover the inherent weaknesses of your primary troops.<br>
|
||||
|
||||
If you loved this report and you would like to obtain a lot more facts regarding [tower rush](https://www.bongmedia.tv/@kraigrobson94?page=about) kindly go to our own web site.
|
||||
Loading…
Reference in New Issue
Block a user