Why You Must Have Anti-Air In Tower Rush

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


Flying units completely ignore the river, bypass all ground-targeting defensive buildings, and are immune to crucial spells like The Log or Earthquake.

The Aerial Behemoths: Lava Hound and Balloon

Because the Lava Hound has an absurdly high hitpoint pool, it demands the immediate attention of all your air-targeting defenders.


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).

The Electro Wizard is fantastic against Balloons.Beware of the Lava Pups.A ground-only tank killer (like a Mini P.E. If you have any sort of inquiries regarding where and exactly how to utilize tower rush, you can contact us at our web-site. K.K.A) is 100% useless against an air deck.
Choosing Your Sky Sweepers

The Musketeer is the gold standard of versatile defense; she boasts incredible range, high single-target DPS, and survives a standard Fireball.


A well-rounded deck should include one high-DPS sniper, one flying defender, and one small spell capable of clearing flying swarms.

Defense RolePrimary ChoiceWhy it WorksThe Ground SniperMusketeer / Dart GoblinCan hit air units from far away while remaining protected behind your Princess tower or ground tanksFlying MeleeMega Minion / PhoenixFlies directly to the enemy air threat and shreds it without being distracted by ground swarms
Don't Look Down

You must respect the Z-axis and prepare your arsenal accordingly.


Control the ground, but never forget to watch the skies.