Getting the Most Out of Small Spells in Tower Rush

Comments · 63 Views

If you treasured this article and you simply would like to receive more info about tower rush please visit our web site.

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


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


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.


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


  • Use Snowball to knock enemy miners onto your King Tower.
  • If you use Zap, you must pair it with a troop to finish them off.
  • The Log is the only small spell that can knock back heavy units like the Golem or P. If you adored this article and you also would like to receive more info concerning tower rush please visit the website. E.K.K.A.

Advanced Spell Tactics


You cast The Log immediately behind your Hog Rider; the Log rolls forward, crushing the skeletons the exact millisecond they spawn, securing a guaranteed tower connection.


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


The CardOptimal StrategyThe Flaw
The 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.

Comments