Getting the Most Out of Small Spells in Tower Rush

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If a lone skeleton is walking toward your tower, let the tower kill it.

However, ask any professional player, and they will tell you that mastering small spell usage is the defining characteristic of a Grandmaster.


Small spells are the glue that holds a deck together; they provide unparalleled utility, fix rotation errors, and secure massive positive elixir trades.


The Small Spell Trinity


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.


The Zap is the ultimate utility spell; it hits both air and ground, deploys instantly with zero travel time, and crucially, resets the attack animation of any unit it hits.


  • If a lone skeleton is walking toward your tower, let the tower kill it.
  • If you are Logging a Goblin Barrel, ensure the Log rolls far enough to hit the tower for free chip damage.
  • A Zap is instant; a Snowball has a slow arc.

The Mind Games of Magic


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.


By casting a quick Zap during the duel, you deal just enough damage to secure the kill, keeping your Musketeer alive for a counter-attack.


Pro PlayThe Result
The 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 it
The 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

Patience with Magic


The most difficult aspect of using small spells is knowing when NOT to cast them.


Master the timing, understand the specific damage numbers, and never waste your magic.



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