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Why You Must Have Anti-Air in Tower Rush
Erna Toussaint edited this page 2026-07-10 02:03:52 -05:00


However, one of the most fatal deck-building errors is neglecting to include a robust, reliable suite of anti-air defenses.

If you enter a match without sufficient air defense, a single Balloon or Lava Hound will completely dismantle your towers while your ground army watches helplessly.
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. If you liked this information and you would certainly like to obtain additional details relating to tower rush kindly browse through the web site. E.K.K.A) is 100% useless against an air deck. 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.

A well-rounded deck should include one high-DPS sniper, one flying defender, and one small spell capable of clearing flying swarms.
The DangerBest CounterInferno 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 Watching the Skies
You must respect the Z-axis and prepare your arsenal accordingly.

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