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Why You Must Have Anti-Air in Tower Rush

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When constructing a new deck, players often hyper-focus on countering massive ground tanks and stopping bridge spam.

If you enter a match without sufficient air defense, a single Balloon or Lava Hound will completely dismantle your towers while your ground army watches helplessly.

The Aerial Behemoths: Lava Hound and Balloon

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.

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.
  • Have a Zap or Arrows ready to clear them instantly.
  • If your deck relies entirely on ground defense, you will lose.

Building the Perfect Air Defense

For swarm control, the Flying Machine or Dart Goblin provides excellent rapid-fire capabilities while staying safely behind your own tanks.

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 Threat The 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

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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