Defeating Spawner Buildings in Tower Rush

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The Earthquake spell deals massive bonus damage specifically to buildings. If you cherished this short article and you would like to get far more data pertaining to tower rush kindly stop by the site.

Of all the archetypes in the game, none is more universally despised by the casual player base than the 'Spawner' or 'SimCity' deck.


The psychological toll is massive, often causing players to panic, over-defend the cheap units, and slowly bleed out over three minutes.


Heavy Spell Removal


The Poison spell is uniquely designed to completely ruin a Spawner player's day because its lingering damage-over-time effect lasts for several seconds.


If you continually destroy their buildings from across the river with magic, they will never be able to accumulate the critical mass of troops required to overwhelm you.


  • The Earthquake spell deals massive bonus damage specifically to buildings.
  • Track their building cycle.
  • Never let multiple huts stay alive simultaneously.

The Bowler and the Magic Archer


If you do not have a heavy spell in rotation, your secondary line of defense must rely on specialized splash-damage troops.


This 'geometry play' clears the immediate threat while simultaneously destroying the source of the problem, completely shutting down the opponent's strategy.


Defense TypeTactical Play
Heavy SplashPlace directly in front of the Princess tower in the affected lane; acts as a permanent wall against cheap ground troops
The Flying MachineFly it across the river safely out of range of ground defenders to snipe the hut directly from the air

Breaking the Siege Mentality


You must find windows to be hyper-aggressive, punishing them every time they spend massive amounts of elixir planting a new building.


Tear down their buildings, and victory is yours.



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