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<br>They learn how to place a Knight to block a Mini P.E.K.K. In case you loved this information as well as you wish to acquire details relating to [tower rush](https://www.roudeleiwimmobilier.lu/agents/salinatxn98850/) generously visit the web-page. A, and how to use a Skeleton Army to swarm a Giant.<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 Danger from Above |
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<br>If a player sends a Balloon at the bridge, and your only anti-air card is a 3-elixir Minion squad buried at the bottom of your deck, you have already lost the tower.<br> |
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<br>Furthermore, aerial swarms (like the Minion Horde or Bats) can completely shred an unsupported ground tank in seconds.<br> |
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Never build a deck with only one anti-air card.Flying anti-air units (like Mega Minion) are safer because they avoid ground melee.Always space your anti-air units apart. |
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Building the Anti-Air Package |
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<br>The 'Air Assassin' role (Mega Minion, Phoenix, Minions) involves playing flying melee units that fly out to directly intercept the enemy threat in the sky.<br> |
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<br>Choosing the correct combination of these three roles ensures that you are never caught without an answer when the opponent takes flight.<br> |
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The DefenderThe UnitPrimary RoleThe Ranged SniperMusketeer / Dart GoblinPlaced centrally to shoot down Balloons from a safe distance; highly vulnerable to spellsThe Air AssassinMega Minion / PhoenixPlaced directly on top of the enemy air threat; immune to ground damage, survives medium spells |
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Respecting the Z-Axis |
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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>When the shadow of a Balloon falls across your tower, you must be ready.<br> |