The Best Spells in Tower Rush

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Always wait until they place a second unit nearby to maximize your value. Do not guess the math.

Choosing the correct combination of spells is arguably the most critical deck-building decision you will make, as they dictate your ability to finish games and secure positive trades.


A perfectly timed spell can save a crumbling defense or guarantee that your primary attacker connects with the enemy tower.


The Heavy Hitters: Nuking the Arena


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


Poison provides identical total damage but spreads it out over several seconds, making it the absolute hard-counter to continuous Spawner buildings or Graveyard spells.


  • Always wait until they place a second unit nearby to maximize your value.
  • Do not guess the math.
  • If they are playing 'Spell Bait', do not use your heavy spell on their weak swarms.

Cheap Magic


Because they are so cheap, you can cast them frequently to clear out cheap distractions without ruining your economy.


The Log is unparalleled for ground control, providing crucial knockback that resets the momentum of charging units.


Spell CategoryBest Used ForExamples
Heavy Nukes (6 Elixir)Instantly destroying massive clumped pushes or finishing the tower from 500+ healthRocket, Lightning
Medium Area Denial (4 Elixir)Killing mid-health support units (Wizards/Musketeers) and countering Spawner buildingsFireball, Poison

The Spell Portfolio


Decks that run only one spell are easily countered by 'Bait' strategies.


Choose your spells to perfectly cover the weaknesses of your primary win condition.



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