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Why Anti-Air is Crucial in Tower Rush

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However, ignoring the vertical space—the ‘Z-axis’ of the arena—is a fatal flaw that will immediately stall your progression on the competitive ladder.

Flying units operate under a completely different set of physical rules than ground units.

The Devastation of Aerial Threats

The primary threat from the skies comes in two distinct forms: massive, heavy tanks (like the Lava Hound) and fast, high-DPS punishers (like the Balloon).

Furthermore, aerial swarms (like the Minion Horde or Bats) can completely shred an unsupported ground tank in seconds.

  • The Tesla is arguably the best anti-air building.
  • Pulling a Balloon to your King Tower early in the match is the ultimate counter to air decks.
  • Small spells are critical for aerial defense.

Building the Anti-Air Package

The ‘Air Assassin’ role (Mega Minion, Phoenix, Minions) involves playing flying melee units that fly out to directly intercept the enemy threat in the sky.

Choosing the correct combination of these three roles ensures that you are never caught without an answer when the opponent takes flight.

Enemy Aerial Threat How to Defend It
The Lava Hound (Massive flying tank) Ignore it initially; focus all anti-air on the support troops behind it, then clear the ‘pups’ when it pops
The Inferno Dragon (Escalating beam damage) Use an Electro Wizard or Zap spell to constantly stun it and reset its damage beam to zero

Respecting the Z-Axis

A deck with weak anti-air is a fundamentally flawed deck, regardless of how strong its ground game is.

Control the ground, but dominate the air.

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