Getting The Most Out Of Small Spells In Tower Rush

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


Using a 2-elixir spell to perfectly counter a 5-elixir threat is the mathematical foundation of victory in the arena.

The Small Spell Trinity

However, The Log is entirely useless against flying units, making it a liability if the meta is heavily dominated by aerial threats like the Lava Hound or Balloon.


The Giant Snowball is the high-skill ceiling alternative; it slows units down and physically knocks them away from their target, allowing you to perfectly manipulate enemy pathing.

Save your magic.Always try to clip the enemy Princess tower.Understand travel time.
Predictive Casting and Synergies

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.


If your Musketeer is fighting an enemy Mega Minion, she will normally die and leave the Minion alive with a sliver of health.

The CardPrimary FunctionThe FlawThe Log (2 Elixir)Clearing massive ground swarms and resetting the charge of Princes or Battle RamsUseless against any aerial threat (Minions, Bats, Balloons)The Zap (2 Elixir)Instantly resetting Inferno Towers, Sparky, or retargeting enemy unitsFails to fully kill equal-level Goblins, leaving you vulnerable to bait decks
The Discipline of Holding Your Spell

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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