The Best Spells in Tower Rush

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.

While troops and buildings form the physical foundation of your deck, spells represent your direct, unblockable influence over the battlefield.


A perfectly timed spell can save a crumbling defense or guarantee that your primary attacker connects with the enemy tower.


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.


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.


  • Patience is key.
  • Do not guess the math.
  • If they are playing 'Spell Bait', do not use your heavy spell on their weak swarms.

The Small Spells: Utility and Cycle


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.


Magic TypeOptimal ScenarioExamples
Small Swarm Clear (2-3 Elixir)Instantly killing cheap swarms for a positive trade and quickly cycling the deckThe Log, Zap, Arrows
Utility / 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


A well-balanced deck almost always features exactly two spells: one heavy/medium for structure removal, and one small for swarm control.


Choose your spells to perfectly cover the weaknesses of your primary win condition.



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