Why You Must Have Anti-Air in Tower Rush
Ahmed Hollingsworth edited this page 1 month ago


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

If you enter a match without sufficient air defense, a single Balloon or Lava Hound will completely dismantle your towers while your ground army watches helplessly.
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).
His spawn damage and constant stun effect drastically slows down the Balloon's approach.Have a Zap or Arrows ready to clear them instantly.A ground-only tank killer (like a Mini P.E. When you have any questions regarding where by as well as how you can employ tower rush, you possibly can contact us at our own web-site. K.K.A) is 100% useless against an air deck. Versatile Anti-Air Options
For swarm control, the Flying Machine or Dart Goblin provides excellent rapid-fire capabilities while staying safely behind your own tanks.

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 itInferno Dragon (High escalating damage)Electro Wizard or Zap spell; the constant stun resets the damage beam completelyMinion Horde (Massive flying swarm)Arrows or Fireball; never try to defend this with single-target units, as they will be overwhelmed instantly Watching the Skies
You must respect the Z-axis and prepare your arsenal accordingly.

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