Why You Must Have Anti-Air in Tower Rush

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The Aerial Behemoths: Lava Hound and Balloon While your Musketeer is busy slowly shooting down the Hound, the Balloon casually flies past and drops a bomb that obliterates your tower instantly If you.

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.


Flying units completely ignore the river, bypass all ground-targeting defensive buildings, and are immune to crucial spells like The Log or Earthquake.


The Aerial Behemoths: Lava Hound and Balloon


While your Musketeer is busy slowly shooting down the Hound, the Balloon casually flies past and drops a bomb that obliterates your tower instantly.


You use the defensive building to pull the Lava Hound into the center of the map, absorbing its damage and distracting it.


  • His spawn damage and constant stun effect drastically slows down the Balloon's approach.
  • Beware of the Lava Pups.
  • If your deck relies entirely on ground defense, you will lose.

Building the Perfect Air Defense


The Musketeer is the gold standard of versatile defense; she boasts incredible range, high single-target DPS, and survives a standard Fireball.


A well-rounded deck should include one high-DPS sniper, one flying defender, and one small spell capable of clearing flying swarms.


Air ThreatThe Solution
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

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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