Add Why Anti-Air is Crucial in Tower Rush

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<br>They learn how to place a Knight to block a Mini P.E. If you are you looking for more info on [tower rush](https://progleton.com/@katiaquan85829?page=about) review our internet site. K.K.A, and how to use a Skeleton Army to swarm a Giant.<br>
<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>
The Devastation of Aerial Threats
<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>
<br>If you drop an 8-elixir Golem and the opponent plays a 5-elixir Minion Horde directly on top of it, the Golem will die before it even crosses the river if you do not have a spell or anti-air support ready.<br>
Never build a deck with only one anti-air card.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.
Choosing Your Air Guards
<br>A mathematically sound deck requires at least two reliable anti-air units and one spell capable of hitting air targets.<br>
<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>
Anti-Air Unit TypeThe UnitHow 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
Total Coverage
<br>A deck with weak anti-air is a fundamentally flawed deck, regardless of how strong its ground game is.<br>
<br>Keep your eyes to the sky.<br>