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 If you liked this posting and you would like to obtain a lot more details pertaining to.

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


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


Why the Skies Matter


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.


  • The Tesla is arguably the best anti-air building.
  • Use Tornado to pull flying units.
  • Small spells are critical for aerial defense.

Structuring Your Defense


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.


Enemy Aerial ThreatThe 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


You must respect the skies and build your defenses with complete vertical coverage in mind.


When the shadow of a Balloon falls across your tower, you must be ready.



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