The Best Spells in Tower Rush

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Do not use 6 elixir to kill a single 4-elixir unit. Casting it defensively prevents the opponent from safely playing swarms in that area for several seconds.

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.


This comprehensive guide explores the different categories of magic and how to select the perfect spells to complement your specific win condition.


The Game Enders


If your opponent perfectly defends your ground pushes all game, your heavy spell is your only remaining win condition in sudden death.


The Fireball is the most versatile medium spell, offering instant burst damage capable of severely crippling support units like Musketeers and Wizards.


  • Do not use 6 elixir to kill a single 4-elixir unit.
  • Casting it defensively prevents the opponent from safely playing swarms in that area for several seconds.
  • Missing a Rocket is a catastrophic 6-elixir loss.

The Rotational Spells


Complementing your heavy nuke, your deck must feature at least one (often two) 'small' spells, costing 2 or 3 elixir.


Zap and Snowball are essential for decks that struggle with Inferno Towers or fast, evasive aerial threats like Bats.


The ToolOptimal ScenarioThe Cards
Small Swarm Clear (2-3 Elixir)Instantly killing cheap swarms for a positive trade and quickly cycling the deckThe Log, Zap, Arrows
Utility / Displacement (1-3 Elixir)Physically moving enemy units to group them up for splash damage or pulling them to the King towerTornado, Freeze, Clone

Balancing Your Magic


Decks that run three spells (Triple Spell) are incredibly potent on defense but often lack the troop presence to mount a serious attack.


If your Golem is weak to Inferno Towers, bring Lightning and Zap.



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