Why Anti-Air is Crucial in Tower Rush
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They learn how to place a Knight to block a Mini P. If you loved this article and you also would like to acquire more info relating to tower rush nicely visit the web site. E.K.K.A, and how to use a Skeleton Army to swarm a Giant.

This guide breaks down exactly why every single viable deck must feature a dedicated anti-air package and how to construct a flawless aerial defense.
Why the Skies Matter
The primary threat from the skies comes in two distinct forms: massive, heavy tanks (like the Lava Hound) and fast, high-DPS punishers (like the Balloon).

Furthermore, aerial swarms (like the Minion Horde or Bats) can completely shred an unsupported ground tank in seconds.
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.Always space your anti-air units apart. Building the Anti-Air Package
A mathematically sound deck requires at least two reliable anti-air units and one spell capable of hitting air targets.

If you are playing a heavy Beatdown deck, you must also include 'Splash Anti-Air' (Baby Dragon, Electro Dragon, Executioner).
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 Look Up
You must respect the skies and build your defenses with complete vertical coverage in mind.

When the shadow of a Balloon falls across your tower, you must be ready.