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	<title>The Best Spells In Tower Rush - Historique des versions</title>
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	<updated>2026-07-24T01:23:39Z</updated>
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		<id>https://gay-lussac.wiki/index.php?title=The_Best_Spells_In_Tower_Rush&amp;diff=4790&amp;oldid=prev</id>
		<title>Nigel63867855 : Page créée avec « &lt;br&gt;Spells are the only cards in the game that can be placed absolutely anywhere on the map instantaneously, bypassing all normal rules of pathing and aggro.&lt;br&gt;&lt;br&gt;&lt;br&gt;This comprehensive guide explores the different categories of magic and how to select the perfect spells to complement your specific win condition.&lt;br&gt;&lt;br&gt;High-Damage Spells&lt;br&gt;&lt;br&gt;Every viable competitive deck must include at least one &#039;heavy&#039; or &#039;medium&#039; damage spell, typically costing between 4... »</title>
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		<updated>2026-07-23T21:05:27Z</updated>

		<summary type="html">&lt;p&gt;Page créée avec « &amp;lt;br&amp;gt;Spells are the only cards in the game that can be placed absolutely anywhere on the map instantaneously, bypassing all normal rules of pathing and aggro.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This comprehensive guide explores the different categories of magic and how to select the perfect spells to complement your specific win condition.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;High-Damage Spells&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Every viable competitive deck must include at least one &amp;#039;heavy&amp;#039; or &amp;#039;medium&amp;#039; damage spell, typically costing between 4... »&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Nouvelle page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;br&amp;gt;Spells are the only cards in the game that can be placed absolutely anywhere on the map instantaneously, bypassing all normal rules of pathing and aggro.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This comprehensive guide explores the different categories of magic and how to select the perfect spells to complement your specific win condition.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;High-Damage Spells&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Every viable competitive deck must include at least one &amp;#039;heavy&amp;#039; or &amp;#039;medium&amp;#039; damage spell, typically costing between 4 and 6 elixir.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Rocket and Lightning are incredibly expensive, high-risk nukes; they must be used carefully to secure massive positive elixir trades, usually by clipping a heavy unit AND the tower simultaneously.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Do not use 6 elixir to kill a single 4-elixir unit.Poison creates a zone of area denial.Practice the timing.&amp;lt;br&amp;gt;The Rotational Spells&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Cards like The Log, Zap, Giant Snowball, and Arrows are the primary tools for rapid swarm removal and fixing your hand rotation.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Log is unparalleled for ground control, providing crucial knockback that resets the momentum of charging units.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The ToolBest Used ForExamplesHeavy Nukes (6 Elixir)Instantly destroying massive clumped pushes or finishing the tower from 500+ healthRocket, LightningMedium Area Denial (4 Elixir)Killing mid-health support units (Wizards/Musketeers) and countering Spawner buildingsFireball, Poison&amp;lt;br&amp;gt;Balancing Your Magic&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A well-balanced deck almost always features exactly two spells: one heavy/medium for structure removal, and one small for swarm control.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If your Golem is weak to Inferno Towers, bring Lightning and Zap.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If you have any queries relating to where by and how to use [https://git.hivetasks.com/mozelleallcot3 tower rush], you can get in touch with us at our own web-page.&lt;/div&gt;</summary>
		<author><name>Nigel63867855</name></author>
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