Spell usage coach
A spell is worth what it hits. The same Fireball can win a match or throw one.
Updated
Spells are guaranteed damage, which makes them tempting to use early. But most decks carry one or two, and the opponent knows it. Using one on a low-value target often means it isn't there when the card it was meant for arrives.
Good spell use is about value and timing: hit several things at once, hit the tower when it finishes a fight, and save the answer to their key card until that card is played.
What usually goes wrong
- Spelling a single cheap troopA big spell on one small target loses elixir and leaves you without an answer.
- Casting on scattered troopsWaiting a second for troops to group up can double what a spell hits.
- Burning the spell their deck is weak toIf your spell is the answer to their bait or swarm cards, using it early hands them the match.
What Mercina looks for in your match
- Spells cast on targets worth less than the spell.
- Spells that missed value because the troops weren't grouped.
- Moments where the spell you needed was already spent.
A plan for your next match
- 01Before casting, count the elixir under the circle.
- 02Wait for groups: let troops bunch up behind a tank before you cast.
- 03Name the one card your spell must answer, and save it for that.
Mercina writes a plan like this from your own match, every time.
Questions
Did Mercina really flag a wasted Fireball?
Yes. In the report shown on our home page, Mercina flagged a Fireball cast on scattered targets at 00:13 as a mistake and explained why it missed value.