While massive tanks and rapid-firing archers often steal the spotlight, spells are the true silent killers of the arena.
However, because they leave no physical presence on the battlefield, missing a spell is a catastrophic waste of resources.
The Light Spells: Cycle and Control
Light spells, typically costing one to three energy, are the primary tools for dealing with cheap swarm units.
A well-placed snowball can push a defending unit out of range, allowing your attacker to lock onto the tower instead.
- The log is unparalleled for ground defense.
- If you know they will play a goblin gang, drop the log before they even spawn.
- Know the exact damage your spell does.
Massive Area Damage
Their primary purpose is to destroy mid-health defensive units while simultaneously dealing massive chip damage to the enemy tower.
Playing against a 'spell-cycle' deck that focuses entirely on defending and rocketing your tower is incredibly frustrating.
| Spell Class | Optimal Play |
|---|---|
| Fireball / Poison | Creating consistent chip damage |
| High-Damage Spells | Bypassing all defenses completely |
Spell Selection
A slow Golem deck requires Lightning to instantly remove defensive Inferno Towers that threaten the tank.
Always ensure your spells cover the inherent weaknesses of your primary troops.
If you loved this write-up and you would like to get a lot more facts concerning tower rush kindly check out our own web-site.