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.


They entirely bypass the river, they are immune to powerful ground-control spells like The Log and Earthquake, and they cannot be distracted by standard ground-melee troops.


The Devastation of Aerial Threats


The Balloon will simply float over your defending ground troops, drop a single bomb, and instantly delete a massive chunk of your tower's health.


If you drop an 8-elixir Golem and the opponent plays a 5-elixir Minion Horde directly on top of it, the Golem will die before it even crosses the river if you do not have a spell or anti-air support ready.


  • Never build a deck with only one anti-air card.
  • Flying anti-air units (like Mega Minion) are safer because they avoid ground melee.
  • If you place a Wizard and a Musketeer right next to each other, a single Poison spell will kill both, leaving the skies wide open.

Building the Anti-Air Package


A mathematically sound deck requires at least two reliable anti-air units and one spell capable of hitting air targets.


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


The DangerHow 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


Test your new decks specifically against heavy air combinations before taking them to the ranked ladder.


Control the ground, but dominate the air.



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