General

Mastering Spells in Tower Rush

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A perfectly timed spell can completely dismantle an unstoppable push or secure a victory in the final seconds of a match.

However, because they leave no physical presence on the battlefield, missing a spell is a catastrophic waste of resources.

The Light Spells: Cycle and Control

Light spells, typically costing one to three energy, are the primary tools for dealing with cheap swarm units.

Because they are so cheap, they also act as excellent ‘cycle’ cards, allowing you to rotate back to your primary attackers quickly.

  • Save it for swarms.
  • Use zap to reset targeting.
  • A deck without cheap removal will be destroyed by bait strategies.

Massive Area Damage

Heavy spells, such as fireball, poison, or rocket, are expensive investments that require careful calculation before casting.

Playing against a ‘spell-cycle’ deck that focuses entirely on defending and rocketing your tower is incredibly frustrating.

Magic Category Optimal Play
Four-Cost Magic Destroying grouped support units behind a tank
High-Damage Spells Finishing 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.

Master the geometry, memorize the exact damage numbers, and your spells will never fail you.

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