Add Mastering Spells in Tower Rush
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<br>A perfectly timed spell can completely dismantle an unstoppable push or secure a victory in the final seconds of a match.<br>
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<br>Unlike troops, which can be distracted or kited, direct damage spells provide guaranteed, unavoidable value.<br>
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The Light Spells: Cycle and Control
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<br>Light spells, typically costing one to three energy, are the primary tools for dealing with cheap swarm units.<br>
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<br>A well-placed snowball can push a defending unit out of range, allowing your attacker to lock onto the tower instead.<br>
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The log is unparalleled for ground defense.If you know they will play a goblin gang, drop the log before they even spawn.Don't miscalculate the final blow.
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The Heavy Spells: Destruction and Value
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<br>Their primary purpose is to destroy mid-health defensive units while simultaneously dealing massive chip damage to the enemy tower.<br>
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<br>However, if you use a heavy spell to kill a cheap unit, you will instantly find yourself at a massive elixir disadvantage.<br>
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UsageDrawbackTower NukingExtremely risky in single elixir, as it leaves you defenselessPre-firingCatastrophic if the opponent places nothing, wasting 4 mana
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The Perfect Match
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<br>Choosing the correct combination of spells is entirely dependent on the specific win condition you are using.<br>
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<br>Master the geometry, memorize the exact damage numbers, and your spells will never fail you.<br>
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