Add Why You Must Have Anti-Air in Tower Rush

Albertha Getty 2026-07-16 20:22:49 +02:00
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<br>When constructing a new deck, players often hyper-focus on countering massive ground tanks and stopping bridge spam.<br>
<br>Flying units completely ignore the river, bypass all ground-targeting defensive buildings, and are immune to crucial spells like The Log or Earthquake.<br>
The Aerial Behemoths: Lava Hound and Balloon
<br>Because the Lava Hound has an absurdly high hitpoint pool, it demands the immediate attention of all your air-targeting defenders.<br>
<br>You use the defensive building to pull the Lava Hound into the center of the map, absorbing its damage and distracting it.<br>
Never place your anti-air troops too close together.Use Tornado to pull the Balloon to your King Tower.Force them to spend elixir defending instead of supporting the Hound.
Building the Perfect Air Defense
<br>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.<br>
<br>The Mega Minion, in particular, is the ultimate anti-air assassin, dealing massive melee damage to Balloons while surviving heavy spells easily.<br>
Air ThreatThe SolutionInferno Dragon (High escalating damage)Electro Wizard or Zap spell; the constant stun resets the damage beam completelyMinion 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
<br>A deck with a glaring weakness to aerial attacks is simply not viable for climbing the competitive ladder.<br>
<br>Control the ground, but never forget to watch the skies.<br>
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