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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.

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.

  • Use Snowball to knock enemy miners onto your King Tower.
  • Zap is terrible against Goblin Barrels because it leaves the goblins alive with one hitpoint.
  • Use it to buy your defenses one extra second of firing time.

Advanced Spell Tactics

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 Play The Result
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 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.

The smallest cards often make the biggest impact.

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