Getting The Most Out Of Small Spells In Tower Rush

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Massive tanks and high-damage nukes get all the glory, while the simple Zap, Log, or Giant Snowball is treated as a boring necessity.


Using a 2-elixir spell to perfectly counter a 5-elixir threat is the mathematical foundation of victory in the arena.

Choosing Your Cheap Magic

The three premier small spells—The Log, Zap, and Giant Snowball—each offer completely unique mechanics, and choosing the right one dictates your playstyle.


The Giant Snowball is the high-skill ceiling alternative; it slows units down and physically knocks them away from their target, allowing you to perfectly manipulate enemy pathing.

Activating the King Tower early provides massive defensive value for the rest of the game.Zap is terrible against Goblin Barrels because it leaves the goblins alive with one hitpoint.The Log is the only small spell that can knock back heavy units like the Golem or P.E. Should you loved this short article and you wish to receive much more information concerning tower rush please visit our website. K.K.A.
The Mind Games of Magic

You cast The Log immediately behind your Hog Rider; the Log rolls forward, crushing the skeletons the exact millisecond they spawn, securing a guaranteed tower connection.


Small spells also synergize perfectly with virtually every card in the game, turning near-misses into confirmed kills.

Pro PlayThe ResultThe Aggro ResetZap an enemy unit that is locked onto your weak tower; it will instantly retarget onto the healthy Ice Golem you just placed next to itThe Knockback StallUse Snowball to knock an enemy Balloon away from your tower, buying your Musketeer enough time to shoot it down before it drops a bomb
The Silent Threat

The most difficult aspect of using small spells is knowing when NOT to cast them.


The smallest cards often make the biggest impact.