Add Getting the Most Out of Small Spells in Tower Rush

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<br>Massive tanks and high-damage nukes get all the glory, while the simple Zap, Log, or Giant Snowball is treated as a boring necessity.<br>
<br>This comprehensive guide explores the advanced techniques required to extract absolute maximum value from your cheapest magic.<br>
The Small Spell Trinity
<br>The Log is the king of pure ground control; it boasts the widest area of effect, pushes all ground units backward, and deals the most damage of the three.<br>
<br>This reset mechanic makes Zap mandatory if you need to protect a heavy tank from an escalating-damage building like the Inferno Tower.<br>
If a lone skeleton is walking toward your tower, let the tower kill it.Always try to clip the enemy Princess tower.Understand travel time.
Predictive Casting and Synergies
<br>If you send a Hog Rider at the bridge, and you know the opponent's only counter is a Skeleton Army, you do not wait to see the skeletons.<br>
<br>If your Musketeer is fighting an enemy Mega Minion, she will normally die and leave the Minion alive with a sliver of health.<br>
Advanced TacticThe ResultThe Aggro ResetZap an enemy unit that is locked onto your weak tower; it will instantly retarget onto the healthy Ice Golem you just placed next to itThe Knockback StallUse Snowball to knock an enemy Balloon away from your tower, buying your Musketeer enough time to shoot it down before it drops a bomb
The Silent Threat
<br>The most difficult aspect of using small spells is knowing when NOT to cast them.<br>
<br>Sometimes, the threat of the spell is more powerful than the spell itself.<br>
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