diff --git a/Why You Must Have Anti-Air in Tower Rush.-.md b/Why You Must Have Anti-Air in Tower Rush.-.md new file mode 100644 index 0000000..acca884 --- /dev/null +++ b/Why You Must Have Anti-Air in Tower Rush.-.md @@ -0,0 +1,15 @@ +
However, one of the most fatal deck-building errors is neglecting to include a robust, reliable suite of anti-air defenses.
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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 +
Because the Lava Hound has an absurdly high hitpoint pool, it demands the immediate attention of all your air-targeting defenders.
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To survive this assault, you must have at least two reliable anti-air units in your deck, along with a defensive building that targets air (like the Tesla or Inferno Tower).
+The Electro Wizard is fantastic against Balloons.When the Hound dies, it bursts into a swarm of flying pups.If your deck relies entirely on ground defense, you will lose. +Choosing Your Sky Sweepers +
For swarm control, the Flying Machine or Dart Goblin provides excellent rapid-fire capabilities while staying safely behind your own tanks.
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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 CardStrengthsThe 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 +
When you build a deck, test it specifically against a heavy air composition in friendly battles.
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A strong anti-air defense is the ultimate safety net.
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