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Why You Must Have Anti-Air in Tower Rush

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

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.

  • His spawn damage and constant stun effect drastically slows down the Balloon’s approach.
  • Beware of the Lava Pups.
  • A ground-only tank killer (like a Mini P.E. In case you loved this post in addition to you would want to be given more info relating to tower rush kindly stop by our own site. K.K.A) is 100% useless against an air deck.

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 Danger How to Stop it
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

Don’t Look Down

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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