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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.

Stopping the Air Tanks

Because the Lava Hound has an absurdly high hitpoint pool, it demands the immediate attention of all your air-targeting defenders.

Simultaneously, you must deploy your secondary anti-air unit (like Bats or Minions) specifically to target and assassinate the Balloon before it reaches the structure.

  • His spawn damage and constant stun effect drastically slows down the Balloon’s approach.
  • Beware of the Lava Pups.
  • If your deck relies entirely on ground defense, you will lose.

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.

A well-rounded deck should include one high-DPS sniper, one flying defender, and one small spell capable of clearing flying swarms.

The Danger Best Counter
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.

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

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