However, one of the most fatal deck-building errors is neglecting to include a robust, reliable suite of anti-air defenses.
If you enter a match without sufficient air defense, a single Balloon or Lava Hound will completely dismantle your towers while your ground army watches helplessly.
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.
A single Fireball will kill both your Musketeer and your Minions, leaving you completely defenseless.It is a game-winning move.If they play a Lava Hound in the back, immediately pressure the opposite lane with a ground attack.
Versatile Anti-Air Options
For swarm control, the Flying Machine or Dart Goblin provides excellent rapid-fire capabilities while staying safely behind your own tanks.
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 TypeTop CardThe StrategyThe Ground SniperMusketeer / Dart GoblinCan hit air units from far away while remaining protected behind your Princess tower or ground tanksThe Air AssassinMega Minion / PhoenixFlies directly to the enemy air threat and shreds it without being distracted by ground swarms
Don't Look Down
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.
If you have any thoughts with regards to the place and how to use tower rush, you can speak to us at our own page.