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>They entirely bypass the river, they are immune to powerful ground-control spells like The Log and Earthquake, and they cannot be distracted by standard ground-melee troops.<br>
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Why the Skies Matter
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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>Because flying units avoid so many standard defensive interactions, they require highly specialized, immediate answers.<br>
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The Tesla is arguably the best anti-air building.Use Tornado to pull flying units.Small spells are critical for aerial defense.
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Structuring Your Defense
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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>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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Defense CategoryThe UnitStrategic ValueThe 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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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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If you want to read more about [tower rush](https://git.coastit.co.za/hildegardehart/5086198/wiki/The-Best-Upgrades-to-Prioritize-in-Tower-Rush) look at the page.
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