Why You Must Have Anti-Air in Tower Rush

Kommentarer · 3 Visninger

A single Fireball will kill both your Musketeer and your Minions, leaving you completely defenseless.

When constructing a new deck, players often hyper-focus on countering massive ground tanks and stopping bridge spam.


This guide highlights the absolute necessity of anti-air units and how to properly utilize them against the terror of the skies.


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.


Simultaneously, you must deploy your secondary anti-air unit (like Bats or Minions) specifically to target and assassinate the Balloon before it reaches the structure.


  • A single Fireball will kill both your Musketeer and your Minions, leaving you completely defenseless.
  • Activating the King Tower early provides massive extra defensive damage against air decks.
  • Force them to spend elixir defending instead of supporting the Hound.

Choosing Your Sky Sweepers


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.


Unit TypeTop CardThe Strategy
The ShooterMusketeer / Dart GoblinCan hit air units from far away while remaining protected behind your Princess tower or ground tanks
The Air AssassinMega Minion / PhoenixFlies directly to the enemy air threat and shreds it without being distracted by ground swarms

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.



If you liked this short article and you would certainly like to obtain additional information concerning tower rush kindly go to our website.
Kommentarer