Getting the Most Out of Small Spells in Tower Rush
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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.
The Log vs. Zap vs. Snowball
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.E.K. If you have any thoughts relating to wherever and how to use tower rush, you can make contact with us at our own web site. 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.
| Advanced Tactic | Execution |
|---|---|
| The Aggro Reset | Zap an enemy unit that is locked onto your weak tower; it will instantly retarget onto the healthy Ice Golem you just placed next to it |
| The Knockback Stall | Use 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 Silent Threat
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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