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<br>They learn how to place a Knight to block a Mini P. If you have any inquiries concerning in which and how to use [tower rush](https://campusbiasharaclub.com/read-blog/26649_common-mistakes-beginners-make-in-tower-rush.html), you can speak to us at the web-page. E.K.K.A, and how to use a Skeleton Army to swarm a Giant.<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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The Danger from Above |
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<br>The Balloon will simply float over your defending ground troops, drop a single bomb, and instantly delete a massive chunk of your tower's health.<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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If you play your Musketeer and they kill it with a Fireball, you are 100% defenseless against their incoming Balloon.Flying anti-air units (like Mega Minion) are safer because they avoid ground melee.If you place a Wizard and a Musketeer right next to each other, a single Poison spell will kill both, leaving the skies wide open. |
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Building the Anti-Air Package |
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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>This is because your massive ground tank will inevitably attract massive enemy aerial swarms, and you need a single unit capable of clearing the entire sky with splash damage.<br> |
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Anti-Air Unit TypeTop Card ChoiceHow to Use ItThe 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>A deck with weak anti-air is a fundamentally flawed deck, regardless of how strong its ground game is.<br> |
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<br>When the shadow of a Balloon falls across your tower, you must be ready.<br> |
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