The Best Spells in Tower Rush

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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.

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.


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.


Poison provides identical total damage but spreads it out over several seconds, making it the absolute hard-counter to continuous Spawner buildings or Graveyard spells.


  • 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.
  • Missing a Rocket is a catastrophic 6-elixir loss.

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.


Zap and Snowball are essential for decks that struggle with Inferno Towers or fast, evasive aerial threats like Bats.


Magic TypePrimary FunctionExamples
Small Swarm Clear (2-3 Elixir)Instantly killing cheap swarms for a positive trade and quickly cycling the deckThe Log, Zap, Arrows
Utility / Displacement (1-3 Elixir)Physically moving enemy units to group them up for splash damage or pulling them to the King towerTornado, Freeze, Clone

The Spell Portfolio


Decks that run only one spell are easily countered by 'Bait' strategies.


Your magic is your most reliable weapon; wield it with absolute precision.



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