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..8b52849 --- /dev/null +++ b/Why-You-Must-Have-Anti-Air-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
However, one of the most fatal deck-building errors is neglecting to include a robust, reliable suite of anti-air defenses.
+
Flying units completely ignore the river, bypass all ground-targeting defensive buildings, and are immune to crucial spells like The Log or Earthquake.
+Stopping the Air Tanks +
The most devastating aerial threat in the game is the dreaded 'LavaLoon' combination: a massive Lava Hound tanking damage while a high-DPS Balloon sneaks in behind it.
+
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.If your deck relies entirely on ground defense, you will lose. +Versatile Anti-Air Options +
The Musketeer is the gold standard of versatile defense; she boasts incredible range, high single-target DPS, and survives a standard Fireball.
+
The Mega Minion, in particular, is the ultimate anti-air assassin, dealing massive melee damage to Balloons while surviving heavy spells easily.
+Defense RolePrimary ChoiceThe StrategyThe ShooterMusketeer / Dart GoblinCan hit air units from far away while remaining protected behind your Princess tower or ground tanksFlying MeleeMega Minion / PhoenixFlies directly to the enemy air threat and shreds it without being distracted by ground swarms +Don't Look Down +
When you build a deck, test it specifically against a heavy air composition in friendly battles.
+
A strong anti-air defense is the ultimate safety net.
+ +In the event you loved this post and you wish to receive more info with regards to [tower rush](https://kobkay.com/read-blog/19267_the-anatomy-of-a-perfect-push-in-tower-rush.html) please visit the webpage. \ No newline at end of file