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>
<br>Flying units operate under a completely different set of physical rules than ground units.<br>
Why the Skies Matter
<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>
<br>Because flying units avoid so many standard defensive interactions, they require highly specialized, immediate answers.<br>
The Tesla is arguably the best anti-air building.Use Tornado to pull flying units.Small spells are critical for aerial defense.
Building the Anti-Air Package
<br>A mathematically sound deck requires at least two reliable anti-air units and one spell capable of hitting air targets.<br>
<br>If you are playing a heavy Beatdown deck, you must also include 'Splash Anti-Air' (Baby Dragon, Electro Dragon, Executioner).<br>
The DefenderThe UnitStrategic ValueThe Ranged SniperMusketeer / Dart GoblinPlaced centrally to shoot down Balloons from a safe distance; highly vulnerable to spellsThe Air AssassinMega Minion / PhoenixPlaced directly on top of the enemy air threat; immune to ground damage, survives medium spells
Look Up
<br>You must respect the skies and build your defenses with complete vertical coverage in mind.<br>
<br>Control the ground, but dominate the air.<br>
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