Why You Must Have Anti-Air in Tower Rush

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When constructing a new deck, players often hyper-focus on countering massive ground tanks and stopping bridge spam.

This guide highlights the absolute necessity of anti-air units and how to properly utilize them against the terror of the skies.

Stopping the Air Tanks

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.

  • His spawn damage and constant stun effect drastically slows down the Balloon’s approach.
  • When the Hound dies, it bursts into a swarm of flying pups.
  • A ground-only tank killer (like a Mini P.E.K.K. When you have any questions concerning exactly where along with how you can work with tower rush, you’ll be able to contact us in the web-page. A) is 100% useless against an air deck.

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.

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.

Anti-Air Category Top Card Strengths
The Ground Sniper Musketeer / Dart Goblin Can hit air units from far away while remaining protected behind your Princess tower or ground tanks
Flying Melee Mega Minion / Phoenix Flies directly to the enemy air threat and shreds it without being distracted by ground swarms

Don’t Look Down

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

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

Allen Ashkanasy
Author: Allen Ashkanasy

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