Why Anti-Air is Crucial in Tower Rush

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The Devastation of Aerial Threats 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 enjoyed this.

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


They entirely bypass the river, they are immune to powerful ground-control spells like The Log and Earthquake, and they cannot be distracted by standard ground-melee troops.


The Devastation of Aerial Threats


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.


  • The Tesla is arguably the best anti-air building.
  • 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.


Choosing the correct combination of these three roles ensures that you are never caught without an answer when the opponent takes flight.


The AttackerHow to Defend It
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

Total Coverage


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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