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.


Unlike troops, which can be distracted or kited, direct damage spells provide guaranteed, unavoidable value.


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.


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  • A deck without cheap removal will be destroyed by bait strategies.

Massive Area Damage


Their primary purpose is to destroy mid-health defensive units while simultaneously dealing massive chip damage to the enemy tower.


Heavy spells are also the ultimate tie-breakers in sudden death; if a tower is low, you can bypass all defenses to destroy it.


Spell ClassOptimal Play
Mid-Damage SpellsDestroying grouped support units behind a tank
Heavy MagicFinishing off a tower from 500+ hitpoints

Spell Selection


A slow Golem deck requires Lightning to instantly remove defensive Inferno Towers that threaten the tank.


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



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