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..9a07aac --- /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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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 +
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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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.If they play a Lava Hound in the back, immediately pressure the opposite lane with a ground attack. +Versatile Anti-Air Options +
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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A well-rounded deck should include one high-DPS sniper, one flying defender, and one small spell capable of clearing flying swarms.
+Anti-Air CategoryBest ExampleWhy it WorksThe Ground SniperMusketeer / Dart GoblinCan hit air units from far away while remaining protected behind your Princess tower or ground tanksFlying MeleeMega Minion / PhoenixFlies directly to the enemy air threat and shreds it without being distracted by ground swarms +Total Coverage +
A deck with a glaring weakness to aerial attacks is simply not viable for climbing the competitive ladder.
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Control the ground, but never forget to watch the skies.
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