Why Anti-Air is Crucial in Tower Rush

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Never build a deck with only one anti-air card. Should you loved this informative article and you want to receive more information concerning tower rush i implore you to visit our site.

However, ignoring the vertical space—the 'Z-axis' of the arena—is a fatal flaw that will immediately stall your progression on the competitive ladder.


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


The Danger from Above


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.


Because flying units avoid so many standard defensive interactions, they require highly specialized, immediate answers.


  • Never build a deck with only one anti-air card.
  • Flying anti-air units (like Mega Minion) are safer because they avoid ground melee.
  • If you place a Wizard and a Musketeer right next to each other, a single Poison spell will kill both, leaving the skies wide open.

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.


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.


The DefenderThe UnitStrategic Value
The Ranged SniperMusketeer / Dart GoblinPlaced centrally to shoot down Balloons from a safe distance; highly vulnerable to spells
The Air AssassinMega Minion / PhoenixPlaced directly on top of the enemy air threat; immune to ground damage, survives medium spells

Total Coverage


A deck with weak anti-air is a fundamentally flawed deck, regardless of how strong its ground game is.


Keep your eyes to the sky.



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