For

Why You Must Have Anti-Air in Tower Rush

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.

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).

  • The Electro Wizard is fantastic against Balloons.
  • Beware of the Lava Pups.
  • A ground-only tank killer (like a Mini P.E.K.K. Should you have any kind of queries with regards to where by and tips on how to make use of tower rush, you’ll be able to contact us at our web page. 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.

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

Air Threat The Solution
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

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.

  • ID: 226302

Reviews

There are no reviews yet.

Be the first to review “Why You Must Have Anti-Air in Tower Rush”

Your email address will not be published. Required fields are marked *