Why You Must Have Anti-Air in Tower Rush

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The Electro Wizard is fantastic against Balloons. If you treasured this article and also you would like to acquire more info concerning tower rush nicely visit the website.

However, one of the most fatal deck-building errors is neglecting to include a robust, reliable suite of anti-air defenses.


This guide highlights the absolute necessity of anti-air units and how to properly utilize them against the terror of the skies.

A roller coaster ride with a sky background

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.


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).


  • The Electro Wizard is fantastic against Balloons.
  • When the Hound dies, it bursts into a swarm of flying pups.
  • If your deck relies entirely on ground defense, you will lose.

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.


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


Air ThreatThe Solution
Inferno Dragon (High escalating damage)Electro Wizard or Zap spell; the constant stun resets the damage beam completely
Minion 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.


Control the ground, but never forget to watch the skies.



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