Mastering Spells in Tower Rush

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It pushes everything back and provides chip damage. Practice predictive small spells.

While massive tanks and rapid-firing archers often steal the spotlight, spells are the true silent killers of the arena.


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.


Beyond simple removal, light spells also provide incredible utility, such as stunning enemies or knocking them backward.


  • It pushes everything back and provides chip damage.
  • Practice predictive small spells.
  • Know the exact damage your spell does.

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.


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


Spell TypePrimary Use
Fireball / PoisonCreating consistent chip damage
Heavy MagicBypassing all defenses completely

Spell Selection


Choosing the correct combination of spells is entirely dependent on the specific win condition you are using.


Magic is a precise science in the arena; treat it with the respect it deserves.



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