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 concerns relating to where and how you can make use of [tower rush](https://tv.sparktv.net/@mapletotten777?page=about), you can contact us at our web site. A, and how to use a Skeleton Army to swarm a Giant.<br>
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<br>This guide breaks down exactly why every single viable deck must feature a dedicated anti-air package and how to construct a flawless aerial defense.<br>
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Why the Skies Matter
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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>Because flying units avoid so many standard defensive interactions, they require highly specialized, immediate answers.<br>
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If you play your Musketeer and they kill it with a Fireball, you are 100% defenseless against their incoming Balloon.Flying anti-air units (like Mega Minion) are safer because they avoid ground melee.If you place a Wizard and a Musketeer right next to each other, a single Poison spell will kill both, leaving the skies wide open.
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Structuring Your Defense
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<br>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.<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 TypeBest ExampleHow to Use ItThe 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>A deck with weak anti-air is a fundamentally flawed deck, regardless of how strong its ground game is.<br>
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<br>Keep your eyes to the sky.<br>
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