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Why You Must Have Anti-Air in Tower Rush
stephainespode edited this page 2026-07-15 07:15:15 +02:00


When constructing a new deck, players often hyper-focus on countering massive ground tanks and stopping bridge spam.

Flying units completely ignore the river, bypass all ground-targeting defensive buildings, and are immune to crucial spells like The Log or Earthquake.
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.

You use the defensive building to pull the Lava Hound into the center of the map, absorbing its damage and distracting it.
Space them out.It is a game-winning move.Force them to spend elixir defending instead of supporting the Hound. 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.

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 DangerThe SolutionInferno Dragon (High escalating damage)Electro Wizard or Zap spell; the constant stun resets the damage beam completelyMinion 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
When you build a deck, test it specifically against a heavy air composition in friendly battles.

A strong anti-air defense is the ultimate safety net.

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