Why You Must Have Anti-Air in Tower Rush
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However, one of the most fatal deck-building errors is neglecting to include a robust, reliable suite of anti-air defenses.

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
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.
The Electro Wizard is fantastic against Balloons.Beware of the Lava Pups.A ground-only tank killer (like a Mini P. If you are you looking for more info on tower rush have a look at the site. E.K.K.A) is 100% useless against an air deck. 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.
Enemy UnitHow to Stop itInferno Dragon (High escalating damage)Electro Wizard or Zap spell; the constant stun resets the damage beam completelyMinion Horde (Massive flying swarm)Arrows or Fireball; never try to defend this with single-target units, as they will be overwhelmed instantly Total Coverage
You must respect the Z-axis and prepare your arsenal accordingly.

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