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The Best Spells in Tower Rush
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.
High-Damage Spells
These spells—such as Fireball, Poison, Rocket, and Lightning—serve two critical functions: destroying expensive defensive structures and providing guaranteed tower damage in overtime.
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.
- Wait for the clump.
- Casting it defensively prevents the opponent from safely playing swarms in that area for several seconds.
- 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 | Top Choices |
|---|---|---|
| Small Swarm Clear (2-3 Elixir) | Instantly killing cheap swarms for a positive trade and quickly cycling the deck | The 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 tower | Tornado, Freeze, Clone |
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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