diff --git a/Mastering-Spells-in-Tower-Rush.md b/Mastering-Spells-in-Tower-Rush.md new file mode 100644 index 0000000..f933171 --- /dev/null +++ b/Mastering-Spells-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
A perfectly timed spell can completely dismantle an unstoppable push or secure a victory in the final seconds of a match.
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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.
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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.
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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.
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Always ensure your spells cover the inherent weaknesses of your primary troops.
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