Why You Must Have Anti-Air in Tower Rush

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The Electro Wizard is fantastic against Balloons. Beware of the Lava Pups.

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.


Stopping the Air Tanks


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.


  • The Electro Wizard is fantastic against Balloons.
  • Beware of the Lava Pups.
  • If your deck relies entirely on ground defense, you will lose.

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.


The Mega Minion, in particular, is the ultimate anti-air assassin, dealing massive melee damage to Balloons while surviving heavy spells easily.


Enemy UnitBest Counter
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

Watching the Skies


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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