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The Best Spells in Tower Rush
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.
The Heavy Hitters: Nuking the Arena
Every viable competitive deck must include at least one ‘heavy’ or ‘medium’ damage spell, typically costing between 4 and 6 elixir.
The Fireball is the most versatile medium spell, offering instant burst damage capable of severely crippling support units like Musketeers and Wizards.
- Patience is key.
- Do not guess the math.
- Save it for their primary defensive anchor or support units.
The Rotational Spells
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.
| Spell Category | Primary Function | Examples |
|---|---|---|
| Heavy Nukes (6 Elixir) | Instantly destroying massive clumped pushes or finishing the tower from 500+ health | Rocket, Lightning |
| Medium Area Denial (4 Elixir) | Killing mid-health support units (Wizards/Musketeers) and countering Spawner buildings | Fireball, Poison |
The Spell Portfolio
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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