Why You Must Have Anti-Air in Tower Rush

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Timing is critical. Beware of the Lava Pups. If you loved this article and you would certainly such as to get even more facts pertaining to tower rush kindly see the web-page.

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.

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


Stopping the Air Tanks


While your Musketeer is busy slowly shooting down the Hound, the Balloon casually flies past and drops a bomb that obliterates your tower instantly.


You use the defensive building to pull the Lava Hound into the center of the map, absorbing its damage and distracting it.


  • Timing is critical.
  • Beware of the Lava Pups.
  • If your deck relies entirely on ground defense, you will lose.

Versatile Anti-Air Options


The Musketeer is the gold standard of versatile defense; she boasts incredible range, high single-target DPS, and survives a standard Fireball.


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.


Anti-Air CategoryTop CardWhy it Works
Ranged DPSMusketeer / Dart GoblinCan hit air units from far away while remaining protected behind your Princess tower or ground tanks
The InterceptorMega 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.



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