diff --git a/Why-You-Must-Have-Anti-Air-in-Tower-Rush.md b/Why-You-Must-Have-Anti-Air-in-Tower-Rush.md new file mode 100644 index 0000000..39c1049 --- /dev/null +++ b/Why-You-Must-Have-Anti-Air-in-Tower-Rush.md @@ -0,0 +1,13 @@ +
In the arena, the Z-axis is just as dangerous as the X and Y axes, and flying threats operate under completely different tactical rules.
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If you enter a match without sufficient air defense, a single Balloon or Lava Hound will completely dismantle your towers while your ground army watches helplessly.
+Stopping the Air Tanks +
Because the Lava Hound has an absurdly high hitpoint pool, it demands the immediate attention of all your air-targeting defenders.
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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.
+The Electro Wizard is fantastic against Balloons.Beware of the Lava Pups.A ground-only tank killer (like a Mini P.E. Here's more information in regards to [tower rush](https://drviet.com/read-blog/32402_how-to-balance-offense-and-defense-in-tower-rush.html) look at our web site. K.K.A) is 100% useless against an air deck. +Versatile Anti-Air Options +
When selecting your anti-air package, versatility is key; you need units that are strong against air but also highly useful against standard ground pushes.
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Furthermore, you must consider air-to-air combat; including your own flying units (like Mega Minion or Phoenix) provides a mobile defense that ground units cannot touch.
+Enemy UnitBest CounterInferno 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 +Watching the Skies +
A deck with a glaring weakness to aerial attacks is simply not viable for climbing the competitive ladder.
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Control the ground, but never forget to watch the skies.
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