Add Mastering Spells in Tower Rush
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<br>While massive tanks and rapid-firing archers often steal the spotlight, spells are the true silent killers of the arena.<br>
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<br>Unlike troops, which can be distracted or kited, direct damage spells provide guaranteed, unavoidable value.<br>
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The Light Spells: Cycle and Control
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<br>Light spells, typically costing one to three energy, are the primary tools for dealing with cheap swarm units.<br>
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<br>Because they are so cheap, they also act as excellent 'cycle' cards, allowing you to rotate back to your primary attackers quickly.<br>
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It is the most reliable spell.Win the mind game.Don't miscalculate the final blow.
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The Heavy Spells: Destruction and Value
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<br>Heavy spells, such as fireball, poison, or rocket, are expensive investments that require careful calculation before casting.<br>
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<br>However, if you use a heavy spell to kill a cheap unit, you will instantly find yourself at a massive elixir disadvantage.<br>
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Spell ClassBest ScenarioMid-Damage SpellsDestroying grouped support units behind a tankRocket / LightningBypassing all defenses completely
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Spell Selection
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<br>A fast Miner deck prefers Poison to slowly melt away cheap swarms placed to defend the tower.<br>
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<br>Always ensure your spells cover the inherent weaknesses of your primary troops.<br>
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