Add Why Anti-Air is Crucial in Tower Rush
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<br>They learn how to place a Knight to block a Mini P.E.K.K. If you have any questions with regards to where and how to use [tower rush](https://heatwave.live/@monikamathis8?page=about), you can call us at our own web site. A, and how to use a Skeleton Army to swarm a Giant.<br>
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<br>Flying units operate under a completely different set of physical rules than ground units.<br>
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The Devastation of Aerial Threats
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<br>The Balloon will simply float over your defending ground troops, drop a single bomb, and instantly delete a massive chunk of your tower's health.<br>
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<br>Furthermore, aerial swarms (like the Minion Horde or Bats) can completely shred an unsupported ground tank in seconds.<br>
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Never build a deck with only one anti-air card.Ground-to-air units (like Dart Goblin or Archers) are vulnerable to standard ground attacks.Always space your anti-air units apart.
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Choosing Your Air Guards
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<br>The 'Ranged Sniper' role (Musketeer, Electro Wizard, Flying Machine) provides consistent, high-range DPS that can hit air units while remaining safely behind your Princess tower.<br>
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<br>This is because your massive ground tank will inevitably attract massive enemy aerial swarms, and you need a single unit capable of clearing the entire sky with splash damage.<br>
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Anti-Air Unit TypeThe 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
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Respecting the Z-Axis
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<br>Test your new decks specifically against heavy air combinations before taking them to the ranked ladder.<br>
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<br>Control the ground, but dominate the air.<br>
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