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 Devastation of Aerial Threats
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<br>The primary threat from the skies comes in two distinct forms: massive, heavy tanks (like the Lava Hound) and fast, high-DPS punishers (like the Balloon).<br>
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<br>Because flying units avoid so many standard defensive interactions, they require highly specialized, immediate answers.<br>
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If you play your Musketeer and they kill it with a Fireball, you are 100% defenseless against their incoming Balloon.Ground-to-air units (like Dart Goblin or Archers) are vulnerable to standard ground attacks.Always space your anti-air units apart.
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Choosing Your Air Guards
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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>If you are playing a heavy Beatdown deck, you must also include 'Splash Anti-Air' (Baby Dragon, Electro Dragon, Executioner).<br>
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The AttackerHow to Defend ItThe Lava Hound (Massive flying tank)Ignore it initially; focus all anti-air on the support troops behind it, then clear the 'pups' when it popsThe Inferno Dragon (Escalating beam damage)Use an Electro Wizard or Zap spell to constantly stun it and reset its damage beam to zero
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Look Up
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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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