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).


  • Timing is critical.
  • Beware of the Lava Pups.
  • A ground-only tank killer (like a Mini P. In the event you adored this post and you would want to receive more info about tower rush kindly pay a visit to our website. E.K.K.A) is 100% useless against an air deck.

Building the Perfect Air Defense


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.


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 Works
Ranged DPSMusketeer / Dart GoblinCan hit air units from far away while remaining protected behind your Princess tower or ground tanks
Flying MeleeMega Minion / PhoenixFlies directly to the enemy air threat and shreds it without being distracted by ground swarms

Don't Look Down


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


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

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