Add 'The Best Spells in Tower Rush'
parent
a5f2dbde50
commit
22befcb549
@ -0,0 +1,15 @@
|
||||
<br>While troops and buildings form the physical foundation of your deck, spells represent your direct, unblockable influence over the battlefield.<br>
|
||||
<br>A perfectly timed spell can save a crumbling defense or guarantee that your primary attacker connects with the enemy tower.<br>
|
||||
The Game Enders
|
||||
<br>If your opponent perfectly defends your ground pushes all game, your heavy spell is your only remaining win condition in sudden death.<br>
|
||||
<br>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.<br>
|
||||
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.
|
||||
Cheap Magic
|
||||
<br>Complementing your heavy nuke, your deck must feature at least one (often two) 'small' spells, costing 2 or 3 elixir.<br>
|
||||
<br>Zap and Snowball are essential for decks that struggle with Inferno Towers or fast, evasive aerial threats like Bats.<br>
|
||||
The ToolOptimal ScenarioTop ChoicesSmall 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
|
||||
The Perfect Synergy
|
||||
<br>Decks that run only one spell are easily countered by 'Bait' strategies.<br>
|
||||
<br>Choose your spells to perfectly cover the weaknesses of your primary win condition.<br>
|
||||
|
||||
If you loved this report and you would like to receive far more details pertaining to [tower rush](https://intalnirisecrete.ro/@nonalangston82) kindly stop by our site.
|
||||
Loading…
Reference in New Issue