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Why You Must Have Anti-Air in Tower Rush

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.

The Aerial Behemoths: Lava Hound and Balloon

Because the Lava Hound has an absurdly high hitpoint pool, it demands the immediate attention of all your air-targeting defenders.

To survive this assault, you must have at least two reliable anti-air units in your deck, along with a defensive building that targets air (like the Tesla or Inferno Tower).

  • Space them out.
  • Activating the King Tower early provides massive extra defensive damage against air decks.
  • Force them to spend elixir defending instead of supporting the Hound.

Versatile Anti-Air Options

For swarm control, the Flying Machine or Dart Goblin provides excellent rapid-fire capabilities while staying safely behind your own tanks.

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.

Air ThreatBest Counter
Inferno Dragon (High escalating damage)Electro Wizard or Zap spell; the constant stun resets the damage beam completely
Minion Horde (Massive flying swarm)Arrows or Fireball; never try to defend this with single-target units, as they will be overwhelmed instantly

Don’t Look Down

A deck with a glaring weakness to aerial attacks is simply not viable for climbing the competitive ladder.

If your towers fall to the Balloon every time, you must redesign your support structure.

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