Why You Must Have Anti-Air in Tower Rush

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However, one of the most fatal deck-building errors is neglecting to include a robust, reliable suite of anti-air defenses.


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.


You use the defensive building to pull the Lava Hound into the center of the map, absorbing its damage and distracting it.


  • Space them out.
  • It is a game-winning move.
  • Force them to spend elixir defending instead of supporting the Hound.

Versatile Anti-Air Options


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.


Air ThreatHow to Stop it
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

Don't Look Down


When you build a deck, test it specifically against a heavy air composition in friendly battles.


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



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