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..8c9a5cb --- /dev/null +++ b/Why You Must Have Anti-Air in Tower Rush.-.md @@ -0,0 +1,15 @@ +
When constructing a new deck, players often hyper-focus on countering massive ground tanks and stopping bridge spam.
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If you enter a match without sufficient air defense, a single Balloon or Lava Hound will completely dismantle your towers while your ground army watches helplessly.
+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.
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You use the defensive building to pull the Lava Hound into the center of the map, absorbing its damage and distracting it.
+Never place your anti-air troops too close together.Use Tornado to pull the Balloon to your King Tower.Force them to spend elixir defending instead of supporting the Hound. +Choosing Your Sky Sweepers +
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.
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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.
+Enemy UnitThe SolutionInferno 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 +Watching the Skies +
When you build a deck, test it specifically against a heavy air composition in friendly battles.
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Control the ground, but never forget to watch the skies.
+ +For more about [tower rush](https://laviesound.com/alejandrapetti) check out our web page. \ No newline at end of file