Why You Must Have Anti-Air in Tower Rush

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When constructing a new deck, players often hyper-focus on countering massive ground tanks and stopping bridge spam.<br>
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This guide highlights the absolute necessity of anti-air units and how to properly utilize them against the terror of the skies.<br>
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The Aerial Behemoths: Lava Hound and Balloon<br>
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While your Musketeer is busy slowly shooting down the Hound, the Balloon casually flies past and drops a bomb that obliterates your tower instantly.<br>
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To survive this assault, you must have at least two reliable anti-air units in your deck, along with a defensive building that targets air (like the Tesla or Inferno Tower).<br>
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The Electro Wizard is fantastic against Balloons.Have a Zap or Arrows ready to clear them instantly.A ground-only tank killer (like a Mini P.E. In the event you beloved this article and you want to receive more details regarding tower rush - https://git.msoucy.me/maynard6534040/7585270/wiki/The-Importance-of-Clea... kindly check out the web page. K.K.A) is 100% useless against an air deck.<br>
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Choosing Your Sky Sweepers<br>
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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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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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Air ThreatThe SolutionInferno 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<br>
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Don't Look Down<br>
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When you build a deck, test it specifically against a heavy air composition in friendly battles.<br>
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A strong anti-air defense is the ultimate safety net.<br>

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