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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
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Light spells, typically costing one to three energy, are the primary tools for dealing with cheap swarm units.
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Beyond simple removal, light spells also provide incredible utility, such as stunning enemies or knocking them backward.
+Never waste a small spell on a single, high-health target.If an inferno tower locks onto your giant, zap it to reset the damage beam.It is non-negotiable.
+The Heavy Spells: Destruction and Value
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Heavy spells, such as fireball, poison, or rocket, are expensive investments that require careful calculation before casting.
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Heavy spells are also the ultimate tie-breakers in sudden death; if a tower is low, you can bypass all defenses to destroy it.
+Spell ClassPrimary UseFireball / PoisonCreating consistent chip damageHeavy MagicInstantly deleting massive threats like Sparky or X-Bow
+The Perfect Match
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A fast Miner deck prefers Poison to slowly melt away cheap swarms placed to defend the tower.
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Master the geometry, memorize the exact damage numbers, and your spells will never fail you.
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+Here is more about [tower rush](https://learninghub.fulljam.com/@kennethstubble?page=about) review the webpage.
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