Why You Must Have Anti-Air in Tower Rush

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His spawn damage and constant stun effect drastically slows down the Balloon's approach. Beware of the Lava Pups.

In the arena, the Z-axis is just as dangerous as the X and Y axes, and flying threats operate under completely different tactical rules.


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


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).


  • His spawn damage and constant stun effect drastically slows down the Balloon's approach.
  • Beware of the Lava Pups.
  • A ground-only tank killer (like a Mini P.E.K. If you have any concerns concerning the place and how to use tower rush, you can make contact with us at our web page. K.A) is 100% useless against an air deck.

Building the Perfect Air Defense


For swarm control, the Flying Machine or Dart Goblin provides excellent rapid-fire capabilities while staying safely behind your own tanks.


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.


Unit TypeTop CardThe Strategy
The ShooterMusketeer / 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.


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

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