diff --git a/Mastering-Spells-in-Tower-Rush.md b/Mastering-Spells-in-Tower-Rush.md new file mode 100644 index 0000000..7bb89bb --- /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.
+The Light Spells: Cycle and Control +
If your opponent surrounds your heavy tank with a skeleton army, a quick light spell instantly resolves the problem for a positive trade.
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A well-placed snowball can push a defending unit out of range, allowing your attacker to lock onto the tower instead.
+The log is unparalleled for ground defense.If you know they will play a goblin gang, drop the log before they even spawn.Know the exact damage your spell does. +Massive Area Damage +
Their primary purpose is to destroy mid-health defensive units while simultaneously dealing massive chip damage to the enemy tower.
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However, if you use a heavy spell to kill a cheap unit, you will instantly find yourself at a massive elixir disadvantage.
+Magic CategoryPrimary UseFireball / PoisonDamaging the tower while killing a defending wizardRocket / LightningFinishing off a tower from 500+ hitpoints +Synergizing Spells with Your Deck +
A fast Miner deck prefers Poison to slowly melt away cheap swarms placed to defend the tower.
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Magic is a precise science in the arena; treat it with the respect it deserves.
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