Add Why You Must Have Anti-Air in Tower Rush
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<br>When constructing a new deck, players often hyper-focus on countering massive ground tanks and stopping bridge spam.<br>
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<br>Flying units completely ignore the river, bypass all ground-targeting defensive buildings, and are immune to crucial spells like The Log or Earthquake.<br>
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The Aerial Behemoths: Lava Hound and Balloon
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<br>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.<br>
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<br>You use the defensive building to pull the Lava Hound into the center of the map, absorbing its damage and distracting it.<br>
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Space them out.Use Tornado to pull the Balloon to your King Tower.Force them to spend elixir defending instead of supporting the Hound.
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Choosing Your Sky Sweepers
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<br>The Musketeer is the gold standard of versatile defense; she boasts incredible range, high single-target DPS, and survives a standard Fireball.<br>
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<br>The Mega Minion, in particular, is the ultimate anti-air assassin, dealing massive melee damage to Balloons while surviving heavy spells easily.<br>
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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
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Don't Look Down
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<br>You must respect the Z-axis and prepare your arsenal accordingly.<br>
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<br>If your towers fall to the Balloon every time, you must redesign your support structure.<br>
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