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Why You Must Have Anti-Air in Tower Rush
Adan Embry edited this page 2026-07-19 23:14:30 +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
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).
Timing is critical.Have a Zap or Arrows ready to clear them instantly.If your deck relies entirely on ground defense, you will lose. Choosing Your Sky Sweepers
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.
Air ThreatThe 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
A deck with a glaring weakness to aerial attacks is simply not viable for climbing the competitive ladder.

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

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