diff --git a/Why Anti-Air is Crucial in Tower Rush.-.md b/Why Anti-Air is Crucial in Tower Rush.-.md new file mode 100644 index 0000000..6a1fb62 --- /dev/null +++ b/Why Anti-Air is Crucial in Tower Rush.-.md @@ -0,0 +1,15 @@ +
When players first begin their journey in an arena battler, they almost exclusively focus on the ground war.
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Flying units operate under a completely different set of physical rules than ground units.
+The Danger from Above +
If a player sends a Balloon at the bridge, and your only anti-air card is a 3-elixir Minion squad buried at the bottom of your deck, you have already lost the tower.
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If you drop an 8-elixir Golem and the opponent plays a 5-elixir Minion Horde directly on top of it, the Golem will die before it even crosses the river if you do not have a spell or anti-air support ready.
+The Tesla is arguably the best anti-air building.Pulling a Balloon to your King Tower early in the match is the ultimate counter to air decks.Small spells are critical for aerial defense. +Building the Anti-Air Package +
A mathematically sound deck requires at least two reliable anti-air units and one spell capable of hitting air targets.
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Choosing the correct combination of these three roles ensures that you are never caught without an answer when the opponent takes flight.
+The DefenderThe UnitHow to Use ItThe 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 +Respecting the Z-Axis +
Test your new decks specifically against heavy air combinations before taking them to the ranked ladder.
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Keep your eyes to the sky.
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