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<br>When players first begin their journey in an arena battler, they almost exclusively focus on the ground war.<br> |
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<br>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.<br> |
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Why the Skies Matter |
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<br>If a player sends a Balloon at the bridge, and your only anti-air card is a 3-elixir Minion squad buried at the bottom of your deck, you have already lost the tower.<br> |
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<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> |
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The Tesla is arguably the best anti-air building.Use Tornado to pull flying units.Small spells are critical for aerial defense. |
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Choosing Your Air Guards |
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<br>The 'Ranged Sniper' role (Musketeer, Electro Wizard, Flying Machine) provides consistent, high-range DPS that can hit air units while remaining safely behind your Princess tower.<br> |
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<br>Choosing the correct combination of these three roles ensures that you are never caught without an answer when the opponent takes flight.<br> |
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The DefenderTop Card ChoicePrimary RoleThe 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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Total Coverage |
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<br>You must respect the skies and build your defenses with complete vertical coverage in mind.<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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If you have any queries relating to exactly where and how to use [tower rush](https://www.italia24.tv/tube/@aaronslavin107?page=about), you can get in touch with us at our website. |
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