The Best Spells in Tower Rush

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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.


This comprehensive guide explores the different categories of magic and how to select the perfect spells to complement your specific win condition.


High-Damage Spells


If your opponent perfectly defends your ground pushes all game, your heavy spell is your only remaining win condition in sudden death.


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.
  • Only cast it when the enemy unit is stationary, or lead your target perfectly.

Cheap Magic


Complementing your heavy nuke, your deck must feature at least one (often two) 'small' spells, costing 2 or 3 elixir.


The Log is unparalleled for ground control, providing crucial knockback that resets the momentum of charging units.


The ToolPrimary FunctionTop Choices
Heavy Nukes (6 Elixir)Instantly destroying massive clumped pushes or finishing the tower from 500+ healthRocket, Lightning
Medium Area Denial (4 Elixir)Killing mid-health support units (Wizards/Musketeers) and countering Spawner buildingsFireball, Poison

Balancing Your Magic


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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