commit 0764c1eb8f5129edcdfa39f939134c65bb2de389 Author: vickiefossey69 Date: Wed Jul 15 18:17:26 2026 -0400 Add Mastering Spells in Tower Rush diff --git a/Mastering-Spells-in-Tower-Rush.md b/Mastering-Spells-in-Tower-Rush.md new file mode 100644 index 0000000..902cbca --- /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.
+Mastering Cheap Magic +
If your opponent surrounds your heavy tank with a skeleton army, a quick light spell instantly resolves the problem for a positive trade.
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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 pushes everything back and provides chip damage.Win the mind game.Use small spells to finish off weak towers in overtime. +The Heavy Spells: Destruction and Value +
Their primary purpose is to destroy mid-health defensive units while simultaneously dealing massive chip damage to the enemy tower.
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Heavy spells are also the ultimate tie-breakers in sudden death; if a tower is low, you can bypass all defenses to destroy it.
+Spell ClassOptimal PlayFireball / PoisonDamaging the tower while killing a defending wizardHeavy MagicFinishing off a tower from 500+ hitpoints +The Perfect Match +
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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