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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The Threat from Above
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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>Simultaneously, you must deploy your secondary anti-air unit (like Bats or Minions) specifically to target and assassinate the Balloon before it reaches the structure.<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.E. If you have any issues about where by and how to use [tower rush](https://snaps.video/read-blog/117_the-importance-of-map-control-in-tower-rush.html), you can get in touch with us at our own webpage. K.K.A) is 100% useless against an air deck.
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Building the Perfect Air Defense
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<br>The Musketeer is the gold standard of versatile defense; she boasts incredible range, high single-target DPS, and survives a standard Fireball.<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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Enemy UnitHow to Stop itInferno 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
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Total Coverage
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<br>You must respect the Z-axis and prepare your arsenal accordingly.<br>
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<br>If your towers fall to the Balloon every time, you must redesign your support structure.<br>
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