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Why You Must Have Anti-Air in Tower Rush
Alannah Morrill edited this page 2026-07-16 13:32:42 -04:00


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 Aerial Behemoths: Lava Hound and Balloon
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.Use Tornado to pull the Balloon to your King Tower.Force them to spend elixir defending instead of supporting the Hound. 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.

The Mega Minion, in particular, is the ultimate anti-air assassin, dealing massive melee damage to Balloons while surviving heavy spells easily.
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 Don't Look Down
You must respect the Z-axis and prepare your arsenal accordingly.

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

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