Add Why You Must Have Anti-Air in Tower Rush
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<br>When constructing a new deck, players often hyper-focus on countering massive ground tanks and stopping bridge spam.<br>
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<br>Flying units completely ignore the river, bypass all ground-targeting defensive buildings, and are immune to crucial spells like The Log or Earthquake.<br>
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The Aerial Behemoths: Lava Hound and Balloon
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<br>While your Musketeer is busy slowly shooting down the Hound, the Balloon casually flies past and drops a bomb that obliterates your tower instantly.<br>
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<br>You use the defensive building to pull the Lava Hound into the center of the map, absorbing its damage and distracting it.<br>
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Timing is critical.When the Hound dies, it bursts into a swarm of flying pups.A ground-only tank killer (like a Mini P.E.K.K. For more information regarding [tower rush](http://211.252.86.231:3000/gusdelatorre6/1233182/wiki/Understanding+the+Rock-Paper-Scissors+Mechanic+in+Tower+Rush) look into our web-page. A) is 100% useless against an air deck.
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Versatile Anti-Air Options
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<br>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.<br>
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<br>The Mega Minion, in particular, is the ultimate anti-air assassin, dealing massive melee damage to Balloons while surviving heavy spells easily.<br>
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Anti-Air CategoryTop CardStrengthsThe ShooterMusketeer / Dart GoblinCan hit air units from far away while remaining protected behind your Princess tower or ground tanksThe Air AssassinMega Minion / PhoenixFlies directly to the enemy air threat and shreds it without being distracted by ground swarms
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Don't Look Down
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<br>When you build a deck, test it specifically against a heavy air composition in friendly battles.<br>
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<br>If your towers fall to the Balloon every time, you must redesign your support structure.<br>
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