Why You Must Have Anti-Air in Tower Rush

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 enjoyed this article and you would certainly such as to.

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.


This guide highlights the absolute necessity of anti-air units and how to properly utilize them against the terror of the skies.


Stopping the Air Tanks


The most devastating aerial threat in the game is the dreaded 'LavaLoon' combination: a massive Lava Hound tanking damage while a high-DPS Balloon sneaks in behind it.


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


  • Space them out.
  • Activating the King Tower early provides massive extra defensive damage against air decks.
  • If they play a Lava Hound in the back, immediately pressure the opposite lane with a ground attack.

Versatile Anti-Air Options


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.


Enemy UnitHow to Stop it
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

Don't Look Down


You must respect the Z-axis and prepare your arsenal accordingly.


If your towers fall to the Balloon every time, you must redesign your support structure.



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