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Why You Must Have Anti-Air in Tower Rush

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.

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.

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.
  • It is a game-winning move.
  • Force them to spend elixir defending instead of supporting the Hound.

Choosing Your Sky Sweepers

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.

Anti-Air Category Best Example The Strategy
The Ground Sniper Musketeer / Dart Goblin Can hit air units from far away while remaining protected behind your Princess tower or ground tanks
The Interceptor Mega Minion / Phoenix Flies 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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