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.


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

The Log vs. Zap vs. Snowball

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 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.

Never waste a small spell on a single, low-threat target.Always try to clip the enemy Princess tower.You must lead your targets perfectly with the Snowball.
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.


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

Pro PlayHow to do itThe 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 itThe 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

Holding your spell creates immense psychological pressure; the opponent knows you have it, and they are terrified to play their swarms.


The smallest cards often make the biggest impact.


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