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Why You Must Have Anti-Air in Tower Rush
Abbie Trigg edited this page 2026-07-24 03:09:15 +00:00


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
While your Musketeer is busy slowly shooting down the Hound, the Balloon casually flies past and drops a bomb that obliterates your tower instantly.

You use the defensive building to pull the Lava Hound into the center of the map, absorbing its damage and distracting it.
Never place your anti-air troops too close together.Activating the King Tower early provides massive extra defensive damage against air decks.Force them to spend elixir defending instead of supporting the Hound. 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.
Enemy UnitBest CounterInferno 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
When you build a deck, test it specifically against a heavy air composition in friendly battles.

Control the ground, but never forget to watch the skies.

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