A perfectly timed spell can completely dismantle an unstoppable push or secure a victory in the final seconds of a match.
Unlike troops, which can be distracted or kited, direct damage spells provide guaranteed, unavoidable value.
The Light Spells: Cycle and Control
If your opponent surrounds your heavy tank with a skeleton army, a quick light spell instantly resolves the problem for a positive trade.
A well-placed snowball can push a defending unit out of range, allowing your attacker to lock onto the tower instead.
It pushes everything back and provides chip damage.Win the mind game.Use small spells to finish off weak towers in overtime.
The Heavy Spells: Destruction and Value
If your opponent places a musketeer and a cannon directly next to their princess tower, a fireball provides insane value.
However, if you use a heavy spell to kill a cheap unit, you will instantly find yourself at a massive elixir disadvantage.
Spell TypeBest ScenarioFireball / PoisonDestroying grouped support units behind a tankRocket / LightningFinishing off a tower from 500+ hitpoints
Spell Selection
A slow Golem deck requires Lightning to instantly remove defensive Inferno Towers that threaten the tank.
Always ensure your spells cover the inherent weaknesses of your primary troops.
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