The Best Spells In Tower Rush

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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.


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

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


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.Missing a Rocket is a catastrophic 6-elixir loss.
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.


Arrows, costing 3 elixir, sit in the middle; they lack special utility effects (like stun or knockback) but offer a massive radius and enough damage to kill tougher swarms like Minions and Archers.

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.


Your magic is your most reliable weapon; wield it with absolute precision.


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