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..8b50f5c --- /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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This guide highlights the absolute necessity of anti-air units and how to properly utilize them against the terror of the skies.
+The Aerial Behemoths: Lava Hound and Balloon +
While your Musketeer is busy slowly shooting down the Hound, the Balloon casually flies past and drops a bomb that obliterates your tower instantly.
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Simultaneously, you must deploy your secondary anti-air unit (like Bats or Minions) specifically to target and assassinate the Balloon before it reaches the structure.
+The Electro Wizard is fantastic against Balloons.Beware of the Lava Pups.If your deck relies entirely on ground defense, you will lose. +Choosing Your Sky Sweepers +
The Musketeer is the gold standard of versatile defense; she boasts incredible range, high single-target DPS, and survives a standard Fireball.
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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.
+Anti-Air CategoryPrimary ChoiceStrengthsRanged DPSMusketeer / 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 +Watching the Skies +
You must respect the Z-axis and prepare your arsenal accordingly.
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If your towers fall to the Balloon every time, you must redesign your support structure.
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