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Getting the Most Out of Small Spells in Tower Rush

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

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

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.

  • Activating the King Tower early provides massive defensive value for the rest of the game.
  • Zap is terrible against Goblin Barrels because it leaves the goblins alive with one hitpoint.
  • The Log is the only small spell that can knock back heavy units like the Golem or P. When you adored this article and also you desire to obtain more information with regards to tower rush generously stop by the page. E.K.K.A.

The Mind Games of Magic

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.

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.

Spell Mechanic How to do it
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

Patience with Magic

The most difficult aspect of using small spells is knowing when NOT to cast them.

Sometimes, the threat of the spell is more powerful than the spell itself.

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