Why You Must Have Anti-Air in Tower Rush

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Timing is critical. When the Hound dies, it bursts into a swarm of flying pups.

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


While your Musketeer is busy slowly shooting down the Hound, the Balloon casually flies past and drops a bomb that obliterates your tower instantly.


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.


  • Timing is critical.
  • When the Hound dies, it bursts into a swarm of flying pups.
  • If your deck relies entirely on ground defense, you will lose.

Building the Perfect Air Defense


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.


A well-rounded deck should include one high-DPS sniper, one flying defender, and one small spell capable of clearing flying swarms.


Anti-Air CategoryPrimary ChoiceStrengths
The Ground SniperMusketeer / 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

Don't Look Down


When you build a deck, test it specifically against a heavy air composition in friendly battles.


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



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