Why You Must Have Anti-Air in Tower Rush

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작성자 Nigel Landry
댓글 0건 조회 3회 작성일 26-07-24 13:33

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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.


Stopping the Air Tanks


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


You use the defensive building to pull the Lava Hound into the center of the map, absorbing its damage and distracting it.


  • The Electro Wizard is fantastic against Balloons.
  • Have a Zap or Arrows ready to clear them instantly.
  • If your deck relies entirely on ground defense, you will lose.

Choosing Your Sky Sweepers


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


Furthermore, you must consider air-to-air combat; including your own flying units (like Mega Minion or Phoenix) provides a mobile defense that ground units cannot touch.


The DangerBest Counter
Inferno Dragon (High escalating damage)Electro Wizard or Zap spell; the constant stun resets the damage beam completely
Minion 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


A deck with a glaring weakness to aerial attacks is simply not viable for climbing the competitive ladder.


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



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