Add Getting the Most Out of Small Spells in Tower Rush
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<br>When players discuss the most critical, game-winning cards in their deck, they rarely mention the humble 2-elixir small spells.<br>
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<br>This comprehensive guide explores the advanced techniques required to extract absolute maximum value from your cheapest magic.<br>
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Choosing Your Cheap Magic
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<br>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.<br>
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<br>The Zap is the ultimate utility spell; it hits both air and ground, deploys instantly with zero travel time, and crucially, resets the attack animation of any unit it hits.<br>
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Activating the King Tower early provides massive defensive value for the rest of the game.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 have any sort of questions relating to where and how to utilize [tower rush](https://520live.net/@sherrillkell2), you can call us at our web site. E.K.K.A.
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The Mind Games of Magic
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<br>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.<br>
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<br>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.<br>
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Pro PlayHow 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
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The Discipline of Holding Your Spell
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<br>The most difficult aspect of using small spells is knowing when NOT to cast them.<br>
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<br>Master the timing, understand the specific damage numbers, and never waste your magic.<br>
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