Why You Must Have Anti-Air in Tower Rush

Kommentarer · 3 Visninger

His spawn damage and constant stun effect drastically slows down the Balloon's approach.

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.


Stopping the Air Tanks


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).


  • His spawn damage and constant stun effect drastically slows down the Balloon's approach.
  • Have a Zap or Arrows ready to clear them instantly.
  • If your deck relies entirely on ground defense, you will lose.

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.


A well-rounded deck should include one high-DPS sniper, one flying defender, and one small spell capable of clearing flying swarms.


Anti-Air CategoryBest ExampleStrengths
The Ground SniperMusketeer / 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


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.



If you have any type of questions concerning where and just how to use tower rush, you could contact us at our web-page.
Kommentarer