Getting The Most Out Of Small Spells In Tower Rush

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Massive tanks and high-damage nukes get all the glory, while the simple Zap, Log, or Giant Snowball is treated as a boring necessity.


This comprehensive guide explores the advanced techniques required to extract absolute maximum value from your cheapest magic.

Choosing Your Cheap Magic

The three premier small spells—The Log, Zap, and Giant Snowball—each offer completely unique mechanics, and choosing the right one dictates your playstyle.


This reset mechanic makes Zap mandatory if you need to protect a heavy tank from an escalating-damage building like the Inferno Tower.

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.Understand travel time.
Advanced Spell Tactics

Because small spells are so cheap, they are the primary tool used for 'predictive' gameplay—casting a spell before the enemy even deploys their defense.


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.

Small SpellBest Used ForThe 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.


The smallest cards often make the biggest impact.


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