Add Why You Must Have Anti-Air in Tower Rush
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<br>In the arena, the Z-axis is just as dangerous as the X and Y axes, and flying threats operate under completely different tactical rules.<br>
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<br>Flying units completely ignore the river, bypass all ground-targeting defensive buildings, and are immune to crucial spells like The Log or Earthquake.<br>
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Stopping the Air Tanks
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<br>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.<br>
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<br>You use the defensive building to pull the Lava Hound into the center of the map, absorbing its damage and distracting it.<br>
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A single Fireball will kill both your Musketeer and your Minions, leaving you completely defenseless.It is a game-winning move.Force them to spend elixir defending instead of supporting the Hound.
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Versatile Anti-Air Options
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<br>The Musketeer is the gold standard of versatile defense; she boasts incredible range, high single-target DPS, and survives a standard Fireball.<br>
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<br>A well-rounded deck should include one high-DPS sniper, one flying defender, and one small spell capable of clearing flying swarms.<br>
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Enemy UnitHow to Stop itInferno 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
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Total Coverage
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<br>A deck with a glaring weakness to aerial attacks is simply not viable for climbing the competitive ladder.<br>
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<br>A strong anti-air defense is the ultimate safety net.<br>
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