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A perfectly timed spell can completely dismantle an unstoppable push or secure a victory in the final seconds of a match.
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Unlike troops, which can be distracted or kited, direct damage spells provide guaranteed, unavoidable value.
+The Light Spells: Cycle and Control
+
Light spells, typically costing one to three energy, are the primary tools for dealing with cheap swarm units.
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A well-placed snowball can push a defending unit out of range, allowing your attacker to lock onto the tower instead.
+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.
+The Heavy Spells: Destruction and Value
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Their primary purpose is to destroy mid-health defensive units while simultaneously dealing massive chip damage to the enemy tower.
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However, if you use a heavy spell to kill a cheap unit, you will instantly find yourself at a massive elixir disadvantage.
+UsageDrawbackTower NukingExtremely risky in single elixir, as it leaves you defenselessPre-firingCatastrophic if the opponent places nothing, wasting 4 mana
+The Perfect Match
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Choosing the correct combination of spells is entirely dependent on the specific win condition you are using.
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Master the geometry, memorize the exact damage numbers, and your spells will never fail you.
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