diff --git a/Mastering-Spells-in-Tower-Rush.md b/Mastering-Spells-in-Tower-Rush.md new file mode 100644 index 0000000..752f74b --- /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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This article dives deep into the strategic application of both light and heavy spells to maximize your win rate.
+Small Spells, Big Impact +
Light spells, typically costing one to three energy, are the primary tools for dealing with cheap swarm units.
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Beyond simple removal, light spells also provide incredible utility, such as stunning enemies or knocking them backward.
+It is the most reliable spell.Practice predictive small spells.Don't miscalculate the final blow. +The Heavy Hitters +
Their primary purpose is to destroy mid-health defensive units while simultaneously dealing massive chip damage to the enemy tower.
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Playing against a 'spell-cycle' deck that focuses entirely on defending and rocketing your tower is incredibly frustrating.
+Spell TypeOptimal PlayFireball / PoisonDestroying grouped support units behind a tankRocket / LightningInstantly deleting massive threats like Sparky or X-Bow +The Perfect Match +
Choosing the correct combination of spells is entirely dependent on the specific win condition you are using.
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Always ensure your spells cover the inherent weaknesses of your primary troops.
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