Why Anti-Air is Crucial in Tower Rush

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Flying units operate under a completely different set of physical rules than ground units.


The Danger from Above


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.


Furthermore, aerial swarms (like the Minion Horde or Bats) can completely shred an unsupported ground tank in seconds.


  • It hides underground to avoid predictive spells and deals massive damage to Balloons and Lava Hounds.
  • 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.


This is because your massive ground tank will inevitably attract massive enemy aerial swarms, and you need a single unit capable of clearing the entire sky with splash damage.


The AttackerThe Counter-Play
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

Look Up


A deck with weak anti-air is a fundamentally flawed deck, regardless of how strong its ground game is.


Keep your eyes to the sky.

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