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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>This guide highlights the absolute necessity of anti-air units and how to properly utilize them against the terror of the skies.<br> |
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The Threat from Above |
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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>To survive this assault, you must have at least two reliable anti-air units in your deck, along with a defensive building that targets air (like the Tesla or Inferno Tower).<br> |
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A single Fireball will kill both your Musketeer and your Minions, leaving you completely defenseless.It is a game-winning move.If they play a Lava Hound in the back, immediately pressure the opposite lane with a ground attack. |
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Versatile Anti-Air Options |
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<br>The Musketeer is the gold standard of versatile defense; she boasts incredible range, high single-target DPS, and survives a standard Fireball.<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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Enemy UnitBest CounterInferno Dragon (High escalating damage)Electro Wizard or Zap spell; the constant stun resets the damage beam completelyMinion Horde (Massive flying swarm)Arrows or Fireball; never try to defend this with single-target units, as they will be overwhelmed instantly |
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Total Coverage |
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<br>A deck with a glaring weakness to aerial attacks is simply not viable for climbing the competitive ladder.<br> |
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<br>Control the ground, but never forget to watch the skies.<br> |
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If you are you looking for more information about [tower rush](https://gitea.cfpoccitan.org/vincemccaffert) review the site. |
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