The Best Spells in Tower Rush

コメント · 25 ビュー

Do not use 6 elixir to kill a single 4-elixir unit. Casting it defensively prevents the opponent from safely playing swarms in that area for several seconds.

Choosing the correct combination of spells is arguably the most critical deck-building decision you will make, as they dictate your ability to finish games and secure positive trades.


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


Every viable competitive deck must include at least one 'heavy' or 'medium' damage spell, typically costing between 4 and 6 elixir.


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.
  • Casting it defensively prevents the opponent from safely playing swarms in that area for several seconds.
  • Practice the timing.

The Rotational Spells


Complementing your heavy nuke, your deck must feature at least one (often two) 'small' spells, costing 2 or 3 elixir.


Arrows, costing 3 elixir, sit in the middle; they lack special utility effects (like stun or knockback) but offer a massive radius and enough damage to kill tougher swarms like Minions and Archers.


Magic TypeBest Used ForThe Cards
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

Balancing Your Magic


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.



Here is more regarding tower rush stop by the internet site.
コメント