The Best Spells in Tower Rush

The Best Spells in Tower Rush

Adelaida 0 2 07.22 23:06

Spells are the only cards in the game that can be placed absolutely anywhere on the map instantaneously, bypassing all normal rules of pathing and aggro.


A perfectly timed spell can save a crumbling defense or guarantee that your primary attacker connects with the enemy tower.


The Game Enders


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


The Fireball is the most versatile medium spell, offering instant burst damage capable of severely crippling support units like Musketeers and Wizards.


  • Patience is key.
  • You must know exactly when you can 'spell out' the tower to win the game.
  • Save it for their primary defensive anchor or support units.

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.


The Log is unparalleled for ground control, providing crucial knockback that resets the momentum of charging units.


Magic TypePrimary FunctionThe 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


Decks that run only one spell are easily countered by 'Bait' strategies.


If your Golem is weak to Inferno Towers, bring Lightning and Zap.



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