Getting The Most Out Of Small Spells In Tower Rush

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However, ask any professional player, and they will tell you that mastering small spell usage is the defining characteristic of a Grandmaster.


Using a 2-elixir spell to perfectly counter a 5-elixir threat is the mathematical foundation of victory in the arena.

The Small Spell Trinity

The three premier small spells—The Log, Zap, and Giant Snowball—each offer completely unique mechanics, and choosing the right one dictates your playstyle.


The Giant Snowball is the high-skill ceiling alternative; it slows units down and physically knocks them away from their target, allowing you to perfectly manipulate enemy pathing.

If a lone skeleton is walking toward your tower, let the tower kill it.Always try to clip the enemy Princess tower.Understand travel time.
Predictive Casting and Synergies

If you send a Hog Rider at the bridge, and you know the opponent's only counter is a Skeleton Army, you do not wait to see the skeletons.


If your Musketeer is fighting an enemy Mega Minion, she will normally die and leave the Minion alive with a sliver of health.

The CardPrimary FunctionWorst Used AgainstThe Log (2 Elixir)Clearing massive ground swarms and resetting the charge of Princes or Battle RamsUseless against any aerial threat (Minions, Bats, Balloons)The Zap (2 Elixir)Instantly resetting Inferno Towers, Sparky, or retargeting enemy unitsFails to fully kill equal-level Goblins, leaving you vulnerable to bait decks
The Discipline of Holding Your Spell

The most difficult aspect of using small spells is knowing when NOT to cast them.


The smallest cards often make the biggest impact.


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