Add 'Why You Must Have Anti-Air in Tower Rush'
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<br>When constructing a new deck, players often hyper-focus on countering massive ground tanks and stopping bridge spam.<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>Because the Lava Hound has an absurdly high hitpoint pool, it demands the immediate attention of all your air-targeting defenders.<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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Timing is critical.Have a Zap or Arrows ready to clear them instantly.A ground-only tank killer (like a Mini P. If you loved this write-up and you would like to obtain far more data relating to [tower rush](https://makaan24.com/author/silvia73890055/) kindly go to the page. E.K.K.A) is 100% useless against an air deck.
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Versatile Anti-Air Options
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<br>For swarm control, the Flying Machine or Dart Goblin provides excellent rapid-fire capabilities while staying safely behind your own tanks.<br>
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<br>The Mega Minion, in particular, is the ultimate anti-air assassin, dealing massive melee damage to Balloons while surviving heavy spells easily.<br>
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Unit TypePrimary ChoiceThe StrategyThe ShooterMusketeer / Dart GoblinCan hit air units from far away while remaining protected behind your Princess tower or ground tanksFlying MeleeMega Minion / PhoenixFlies directly to the enemy air threat and shreds it without being distracted by ground swarms
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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>Control the ground, but never forget to watch the skies.<br>
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