1 Why You Must Have Anti Air in Tower Rush
holliechilton edited this page 2 months ago


In the arena, the Z-axis is just as dangerous as the X and Y axes, and flying threats operate under completely different tactical rules.

This guide highlights the absolute necessity of anti-air units and how to properly utilize them against the terror of the skies.
The Threat from Above
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.
Timing is critical.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
When selecting your anti-air package, versatility is key; you need units that are strong against air but also highly useful against standard ground pushes.

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 ThreatHow 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 Watching the Skies
You must respect the Z-axis and prepare your arsenal accordingly.

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

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