The Best Spells In Tower Rush

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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.


This comprehensive guide explores the different categories of magic and how to select the perfect spells to complement your specific win condition.

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.

Never cast a heavy spell on a lone enemy unit unless it is a life-or-death defense.You must know exactly when you can 'spell out' the tower to win the game.If they are playing 'Spell Bait', do not use your heavy spell on their weak swarms.
Cheap Magic

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 TypePrimary FunctionExamplesHeavy Nukes (6 Elixir)Instantly destroying massive clumped pushes or finishing the tower from 500+ healthRocket, LightningMedium Area Denial (4 Elixir)Killing mid-health support units (Wizards/Musketeers) and countering Spawner buildingsFireball, Poison
The Perfect Synergy

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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