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 Danger from Above
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<br>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.<br>
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<br>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.<br>
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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.
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Building the Anti-Air Package
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<br>A mathematically sound deck requires at least two reliable anti-air units and one spell capable of hitting air targets.<br>
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<br>Choosing the correct combination of these three roles ensures that you are never caught without an answer when the opponent takes flight.<br>
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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
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Respecting the Z-Axis
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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>Keep your eyes to the sky.<br>
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