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 liked this informative article as well as you would want to obtain more info about [tower rush](https://git.lifetop.net/jangrassi6376) generously go to the website. A, and how to use a Skeleton Army to swarm a Giant.<br>
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<br>They entirely bypass the river, they are immune to powerful ground-control spells like The Log and Earthquake, and they cannot be distracted by standard ground-melee troops.<br>
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The Danger from Above
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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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It hides underground to avoid predictive spells and deals massive damage to Balloons and Lava Hounds.Use Tornado to pull flying units.Zap or Snowball can instantly kill Bats or severely injure Minions, giving your tower time to finish them off.
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Structuring Your Defense
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<br>A mathematically sound deck requires at least two reliable anti-air units and one spell capable of hitting air targets.<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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The DefenderTop Card ChoiceStrategic 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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Total Coverage
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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>Keep your eyes to the sky.<br>
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