The Best Spells in Tower Rush
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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.<br>
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This comprehensive guide explores the different categories of magic and how to select the perfect spells to complement your specific win condition.<br>
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The Game Enders<br>
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Every viable competitive deck must include at least one 'heavy' or 'medium' damage spell, typically costing between 4 and 6 elixir.<br>
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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.<br>
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Never cast a heavy spell on a lone enemy unit unless it is a life-or-death defense.You must know exactly when you can 'spell out' the tower to win the game.Save it for their primary defensive anchor or support units.<br>
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Cheap Magic<br>
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Cards like The Log, Zap, Giant Snowball, and Arrows are the primary tools for rapid swarm removal and fixing your hand rotation.<br>
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Zap and Snowball are essential for decks that struggle with Inferno Towers or fast, evasive aerial threats like Bats.<br>
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The ToolOptimal ScenarioThe CardsSmall Swarm Clear (2-3 Elixir)Instantly killing cheap swarms for a positive trade and quickly cycling the deckThe Log, Zap, ArrowsUtility / Displacement (1-3 Elixir)Physically moving enemy units to group them up for splash damage or pulling them to the King towerTornado, Freeze, Clone<br>
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Balancing Your Magic<br>
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Decks that run only one spell are easily countered by 'Bait' strategies.<br>
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Your magic is your most reliable weapon; wield it with absolute precision.<br>
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