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분류3 | Why You Must Have Anti-Air in Tower Rush

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작성자 Mona Sawyer 작성일26-07-20 11:33 조회3회 댓글0건

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When constructing a new deck, players often hyper-focus on countering massive ground tanks and stopping bridge spam.


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


Stopping the Air Tanks


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


Simultaneously, you must deploy your secondary anti-air unit (like Bats or Minions) specifically to target and assassinate the Balloon before it reaches the structure.


  • Space them out.
  • It is a game-winning move.
  • Force them to spend elixir defending instead of supporting the Hound.

Versatile Anti-Air Options


When selecting your anti-air package, versatility is key; you need units that are strong against air but also highly useful against standard ground pushes.


Furthermore, you must consider air-to-air combat; including your own flying units (like Mega Minion or Phoenix) provides a mobile defense that ground units cannot touch.


Unit TypeBest ExampleThe Strategy
The ShooterMusketeer / Dart GoblinCan hit air units from far away while remaining protected behind your Princess tower or ground tanks
Flying MeleeMega Minion / PhoenixFlies directly to the enemy air threat and shreds it without being distracted by ground swarms

Watching the Skies


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

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A strong anti-air defense is the ultimate safety net.



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