Getting The Most Out Of Small Spells In Tower Rush
When players discuss the most critical, game-winning cards in their deck, they rarely mention the humble 2-elixir small spells.
Small spells are the glue that holds a deck together; they provide unparalleled utility, fix rotation errors, and secure massive positive elixir trades.
Choosing Your Cheap Magic
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.
Predictive Casting and Synergies
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.
If your Musketeer is fighting an enemy Mega Minion, she will normally die and leave the Minion alive with a sliver of health.
Spell MechanicHow 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
The Discipline of Holding Your Spell
If you panic and use your Log on a harmless Ice Spirit, the opponent will instantly punish you with a devastating Goblin Barrel.
Sometimes, the threat of the spell is more powerful than the spell itself.
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