Why Anti-Air Is Crucial In Tower Rush

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When players first begin their journey in an arena battler, they almost exclusively focus on the ground war.


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

Why the Skies Matter

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.


Furthermore, aerial swarms (like the Minion Horde or Bats) can completely shred an unsupported ground tank in seconds.

The Tesla is arguably the best anti-air building.Use Tornado to pull flying units.Zap or Snowball can instantly kill Bats or severely injure Minions, giving your tower time to finish them off.
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.


If you are playing a heavy Beatdown deck, you must also include 'Splash Anti-Air' (Baby Dragon, Electro Dragon, Executioner).

Defense CategoryThe UnitStrategic ValueThe Ranged SniperMusketeer / Dart GoblinPlaced centrally to shoot down Balloons from a safe distance; highly vulnerable to spellsThe Air AssassinMega Minion / PhoenixPlaced directly on top of the enemy air threat; immune to ground damage, survives medium spells
Respecting the Z-Axis

You must respect the skies and build your defenses with complete vertical coverage in mind.


Keep your eyes to the sky.


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