Why You Must Have Anti-Air in Tower Rush

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Never place your anti-air troops too close together.

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 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.


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).


  • Never place your anti-air troops too close together.
  • Activating the King Tower early provides massive extra defensive damage against air decks.
  • If they play a Lava Hound in the back, immediately pressure the opposite lane with a ground attack.

Building the Perfect Air Defense


The Musketeer is the gold standard of versatile defense; she boasts incredible range, high single-target DPS, and survives a standard Fireball.


The Mega Minion, in particular, is the ultimate anti-air assassin, dealing massive melee damage to Balloons while surviving heavy spells easily.


Unit TypeBest ExampleWhy it Works
The ShooterMusketeer / Dart GoblinCan hit air units from far away while remaining protected behind your Princess tower or ground tanks
Flying MeleeMega Minion / PhoenixFlies directly to the enemy air threat and shreds it without being distracted by ground swarms

Total Coverage


You must respect the Z-axis and prepare your arsenal accordingly.


If your towers fall to the Balloon every time, you must redesign your support structure.



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