Why Anti-Air is Crucial in Tower Rush

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This guide breaks down exactly why every single viable deck must feature a dedicated anti-air package and how to construct a flawless aerial defense.


The Danger from Above


The Balloon will simply float over your defending ground troops, drop a single bomb, and instantly delete a massive chunk of your tower's health.


If you drop an 8-elixir Golem and the opponent plays a 5-elixir Minion Horde directly on top of it, the Golem will die before it even crosses the river if you do not have a spell or anti-air support ready.


  • The Tesla is arguably the best anti-air building.
  • Pulling a Balloon to your King Tower early in the match is the ultimate counter to air decks.
  • Small spells are critical for aerial defense.

Structuring Your Defense


The 'Air Assassin' role (Mega Minion, Phoenix, Minions) involves playing flying melee units that fly out to directly intercept the enemy threat in the sky.


Choosing the correct combination of these three roles ensures that you are never caught without an answer when the opponent takes flight.


Enemy Aerial ThreatThe Counter-Play
The Lava Hound (Massive flying tank)Ignore it initially; focus all anti-air on the support troops behind it, then clear the 'pups' when it pops
The Inferno Dragon (Escalating beam damage)Use an Electro Wizard or Zap spell to constantly stun it and reset its damage beam to zero

Total Coverage


A deck with weak anti-air is a fundamentally flawed deck, regardless of how strong its ground game is.


Keep your eyes to the sky.

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