Why You Must Have Anti-Air in Tower Rush

Lizette 26-07-17 09:10 12 0

When constructing a new deck, players often hyper-focus on countering massive ground tanks and stopping bridge spam.


This guide highlights the absolute necessity of anti-air units and how to properly utilize them against the terror of the skies.


The Threat from Above


While your Musketeer is busy slowly shooting down the Hound, the Balloon casually flies past and drops a bomb that obliterates your tower instantly.


To survive this assault, you must have at least two reliable anti-air units in your deck, along with a defensive building that targets air (like the Tesla or Inferno Tower).

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  • His spawn damage and constant stun effect drastically slows down the Balloon's approach.
  • When the Hound dies, it bursts into a swarm of flying pups.
  • If your deck relies entirely on ground defense, you will lose.

Versatile Anti-Air Options


When selecting your anti-air package, versatility is key; you need units that are strong against air but also highly useful against standard ground pushes.


Furthermore, you must consider air-to-air combat; including your own flying units (like Mega Minion or Phoenix) provides a mobile defense that ground units cannot touch.


Enemy UnitBest Counter
Inferno Dragon (High escalating damage)Electro Wizard or Zap spell; the constant stun resets the damage beam completely
Minion Horde (Massive flying swarm)Arrows or Fireball; never try to defend this with single-target units, as they will be overwhelmed instantly

Total Coverage


A deck with a glaring weakness to aerial attacks is simply not viable for climbing the competitive ladder.


If your towers fall to the Balloon every time, you must redesign your support structure.



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