Add Mastering Spells in Tower Rush
@@ -0,0 +1,15 @@
|
|||||||
|
<br>Understanding exactly how and when to utilize your magical arsenal separates average players from absolute masters.<br>
|
||||||
|
<br>Unlike troops, which can be distracted or kited, direct damage spells provide guaranteed, unavoidable value.<br>
|
||||||
|
The Light Spells: Cycle and Control
|
||||||
|
<br>Light spells, typically costing one to three energy, are the primary tools for dealing with cheap swarm units.<br>
|
||||||
|
<br>A well-placed snowball can push a defending unit out of range, allowing your attacker to lock onto the tower instead.<br>
|
||||||
|
It is the most reliable spell.Win the mind game.Know the exact damage your spell does.
|
||||||
|
Massive Area Damage
|
||||||
|
<br>If your opponent places a musketeer and a cannon directly next to their princess tower, a fireball provides insane value.<br>
|
||||||
|
<br>Playing against a 'spell-cycle' deck that focuses entirely on defending and rocketing your tower is incredibly frustrating.<br>
|
||||||
|
UsageDangerSpell CyclingExtremely risky in single elixir, as it leaves you defenselessBlind CastingCatastrophic if the opponent places nothing, wasting 4 mana
|
||||||
|
Synergizing Spells with Your Deck
|
||||||
|
<br>Choosing the correct combination of spells is entirely dependent on the specific win condition you are using.<br>
|
||||||
|
<br>Always ensure your spells cover the inherent weaknesses of your primary troops.<br>
|
||||||
|
|
||||||
|
In the event you loved this short article and you wish to receive more information about [tower rush](https://git.hivetasks.com/fobearl3910368/tower-rush1998/wiki/The-Best-Tower-Rush-Mobile-Games) please visit the web-page.
|
||||||
Reference in New Issue
Block a user