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>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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Stopping the Air Tanks
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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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The Electro Wizard is fantastic against Balloons.When the Hound dies, it bursts into a swarm of flying pups.If your deck relies entirely on ground defense, you will lose.
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Building the Perfect Air Defense
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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>Furthermore, you must consider air-to-air combat; including your own flying units (like Mega Minion or Phoenix) provides a mobile defense that ground units cannot touch.<br>
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Air ThreatThe SolutionInferno 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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Watching the Skies
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<br>You must respect the Z-axis and prepare your arsenal accordingly.<br>
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<br>Control the ground, but never forget to watch the skies.<br>
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