Mark Warfield

Mark Warfield

@markwarfield95

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.


The Aerial Behemoths: Lava Hound and Balloon


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


You use the defensive building to pull the Lava Hound into the center of the map, absorbing its damage and distracting it.


  • Space them out.
  • Use Tornado to pull the Balloon to your King Tower.
  • If they play a Lava Hound in the back, immediately pressure the opposite lane with a ground attack.

Versatile Anti-Air Options


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.


Air ThreatBest 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

Don't Look Down


A deck with a glaring weakness to aerial attacks is simply not viable for climbing the competitive ladder.

tower-rush-game.webp

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



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