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.

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.


Stopping the Air Tanks


Because the Lava Hound has an absurdly high hitpoint pool, it demands the immediate attention of all your air-targeting defenders.


Simultaneously, you must deploy your secondary anti-air unit (like Bats or Minions) specifically to target and assassinate the Balloon before it reaches the structure.


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

Building the Perfect Air Defense


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.


Defense RoleBest ExampleStrengths
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

Total Coverage


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


A strong anti-air defense is the ultimate safety net.



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