Why You Must Have Anti-Air in Tower Rush

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The Threat from Above The most devastating aerial threat in the game is the dreaded 'LavaLoon' combination: a massive Lava Hound tanking damage while a high-DPS Balloon sneaks in behind it If you.

In the arena, the Z-axis is just as dangerous as the X and Y axes, and flying threats operate under completely different tactical rules.


This guide highlights the absolute necessity of anti-air units and how to properly utilize them against the terror of the skies.


The Threat from Above


The most devastating aerial threat in the game is the dreaded 'LavaLoon' combination: a massive Lava Hound tanking damage while a high-DPS Balloon sneaks in behind it.


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.E.K.K. In the event you loved this short article and you wish to receive details with regards to tower rush generously visit our own web page. 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.


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


Enemy UnitBest 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

Don't Look Down


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


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

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