Why Anti-Air is Crucial in Tower Rush

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


The Danger from Above


If a player sends a Balloon at the bridge, and your only anti-air card is a 3-elixir Minion squad buried at the bottom of your deck, you have already lost the tower.


If you drop an 8-elixir Golem and the opponent plays a 5-elixir Minion Horde directly on top of it, the Golem will die before it even crosses the river if you do not have a spell or anti-air support ready.


  • The Tesla is arguably the best anti-air building.
  • Pulling a Balloon to your King Tower early in the match is the ultimate counter to air decks.
  • 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.


Defense CategoryThe UnitHow to Use It
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

Look Up


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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