Why Anti-Air is Crucial in Tower Rush

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When players first begin their journey in an arena battler, they almost exclusively focus on the ground war.


This guide breaks down exactly why every single viable deck must feature a dedicated anti-air package and how to construct a flawless aerial defense.


Why the Skies Matter


If a player sends a Balloon at the bridge, and your only anti-air card is a 3-elixir Minion squad buried at the bottom of your deck, you have already lost the tower.


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.
  • Use Tornado to pull flying units.
  • Small spells are critical for aerial defense.

Choosing Your Air Guards


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.


If you are playing a heavy Beatdown deck, you must also include 'Splash Anti-Air' (Baby Dragon, Electro Dragon, Executioner).


The AttackerYour Strategy
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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