Why You Must Have Anti-Air in Tower Rush

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The Threat from Above The most devastating aerial threat in the game is the dreaded 'LavaLoon' combination: a massive Lava Hound tanking damage while a high-DPS Balloon sneaks in behind it Should you.

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


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


The Threat from Above


The most devastating aerial threat in the game is the dreaded 'LavaLoon' combination: a massive Lava Hound tanking damage while a high-DPS Balloon sneaks in behind it.


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).


  • Space them out.
  • Use Tornado to pull the Balloon to your King Tower.
  • Force them to spend elixir defending instead of supporting the Hound.

Choosing Your Sky Sweepers


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.


Defense RoleTop CardThe Strategy
The Ground SniperMusketeer / 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


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


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



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