Add The Best Spells in Tower Rush
@@ -0,0 +1,15 @@
|
|||||||
|
<br>Choosing the correct combination of spells is arguably the most critical deck-building decision you will make, as they dictate your ability to finish games and secure positive trades.<br>
|
||||||
|
<br>A perfectly timed spell can save a crumbling defense or guarantee that your primary attacker connects with the enemy tower.<br>
|
||||||
|
High-Damage Spells
|
||||||
|
<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>The Rocket and Lightning are incredibly expensive, high-risk nukes; they must be used carefully to secure massive positive elixir trades, usually by clipping a heavy unit AND the tower simultaneously.<br>
|
||||||
|
Patience is key.Do not guess the math.If they are playing 'Spell Bait', do not use your heavy spell on their weak swarms.
|
||||||
|
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>The Log is unparalleled for ground control, providing crucial knockback that resets the momentum of charging units.<br>
|
||||||
|
Spell CategoryPrimary FunctionThe 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
|
||||||
|
The Spell Portfolio
|
||||||
|
<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 cherished this article and you simply would like to collect more info pertaining to [tower rush](https://www.herzog-it.de/antoinevnb4984) generously visit our web-site.
|
||||||
Reference in New Issue
Block a user