diff --git a/Mastering-Spells-in-Tower-Rush.md b/Mastering-Spells-in-Tower-Rush.md new file mode 100644 index 0000000..5e7c350 --- /dev/null +++ b/Mastering-Spells-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
Understanding exactly how and when to utilize your magical arsenal separates average players from absolute masters.
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Unlike troops, which can be distracted or kited, direct damage spells provide guaranteed, unavoidable value.
+Mastering Cheap Magic +
Light spells, typically costing one to three energy, are the primary tools for dealing with cheap swarm units.
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Because they are so cheap, they also act as excellent 'cycle' cards, allowing you to rotate back to your primary attackers quickly.
+Never waste a small spell on a single, high-health target.If an inferno tower locks onto your giant, zap it to reset the damage beam.It is non-negotiable. +Massive Area Damage +
If your opponent places a musketeer and a cannon directly next to their princess tower, a fireball provides insane value.
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Heavy spells are also the ultimate tie-breakers in sudden death; if a tower is low, you can bypass all defenses to destroy it.
+Spell StrategyDangerTower NukingExtremely risky in single elixir, as it leaves you defenselessPre-firingGame-winning if it connects with their primary defensive unit instantly +Spell Selection +
A slow Golem deck requires Lightning to instantly remove defensive Inferno Towers that threaten the tank.
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Always ensure your spells cover the inherent weaknesses of your primary troops.
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