The Best Spells in Tower Rush

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

Conversely, missing a heavy spell is the single fastest way to lose a match, instantly putting you at a massive elixir disadvantage.

The Heavy Hitters: Nuking the Arena

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.
  • Poison creates a zone of area denial.
  • Practice the timing.

The Small Spells: Utility and Cycle

Because they are so cheap, you can cast them frequently to clear out cheap distractions without ruining your economy.

Zap and Snowball are essential for decks that struggle with Inferno Towers or fast, evasive aerial threats like Bats.

Magic Type Optimal Scenario 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.

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

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