In the arena, the Z-axis is just as dangerous as the X and Y axes, and flying threats operate under completely different tactical rules.
If you enter a match without sufficient air defense, a single Balloon or Lava Hound will completely dismantle your towers while your ground army watches helplessly.
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.
The Electro Wizard is fantastic against Balloons.Beware of the Lava Pups.A ground-only tank killer (like a Mini P.E. Here's more information in regards to tower rush look at our web site. K.K.A) is 100% useless against an air deck.
Versatile Anti-Air Options
When selecting your anti-air package, versatility is key; you need units that are strong against air but also highly useful against standard ground pushes.
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.
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
A deck with a glaring weakness to aerial attacks is simply not viable for climbing the competitive ladder.
Control the ground, but never forget to watch the skies.
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Why You Must Have Anti Air in Tower Rush
Antonio Childers edited this page 1 month ago