Add Why Anti-Air is Crucial in Tower Rush
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<br>When players first begin their journey in an arena battler, they almost exclusively focus on the ground war.<br>
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<br>Flying units operate under a completely different set of physical rules than ground units.<br>
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The Devastation of Aerial Threats
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<br>The primary threat from the skies comes in two distinct forms: massive, heavy tanks (like the Lava Hound) and fast, high-DPS punishers (like the Balloon).<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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Never build a deck with only one anti-air card.Flying anti-air units (like Mega Minion) are safer because they avoid ground melee.Always space your anti-air units apart.
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Building the Anti-Air Package
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<br>The 'Air Assassin' role (Mega Minion, Phoenix, Minions) involves playing flying melee units that fly out to directly intercept the enemy threat in the sky.<br>
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<br>If you are playing a heavy Beatdown deck, you must also include 'Splash Anti-Air' (Baby Dragon, Electro Dragon, Executioner).<br>
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The AttackerThe Counter-PlayThe Lava Hound (Massive flying tank)Ignore it initially; focus all anti-air on the support troops behind it, then clear the 'pups' when it popsThe Inferno Dragon (Escalating beam damage)Use an Electro Wizard or Zap spell to constantly stun it and reset its damage beam to zero
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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>Control the ground, but dominate the air.<br>
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