However, one of the most fatal deck-building errors is neglecting to include a robust, reliable suite of anti-air defenses.
Flying units completely ignore the river, bypass all ground-targeting defensive buildings, and are immune to crucial spells like The Log or Earthquake.
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.
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.When the Hound dies, it bursts into a swarm of flying pups.A ground-only tank killer (like a Mini P.E.K. If you have any concerns regarding the place and how to use tower rush, you can contact us at the web-page. K.A) is 100% useless against an air deck.
Building the Perfect Air Defense
The Musketeer is the gold standard of versatile defense; she boasts incredible range, high single-target DPS, and survives a standard Fireball.
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.
Enemy UnitHow to Stop itInferno 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
Total Coverage
You must respect the Z-axis and prepare your arsenal accordingly.
If your towers fall to the Balloon every time, you must redesign your support structure.
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Why You Must Have Anti-Air in Tower Rush
Chante Thorton edited this page 2026-07-12 03:56:14 +08:00