diff --git a/Why You Must Have Anti-Air in Tower Rush.-.md b/Why You Must Have Anti-Air in Tower Rush.-.md new file mode 100644 index 0000000..728e233 --- /dev/null +++ b/Why You Must Have Anti-Air in Tower Rush.-.md @@ -0,0 +1,15 @@ +
In the arena, the Z-axis is just as dangerous as the X and Y axes, and flying threats operate under completely different tactical rules.
+
This guide highlights the absolute necessity of anti-air units and how to properly utilize them against the terror of the skies.
+The Aerial Behemoths: Lava Hound and Balloon +
Because the Lava Hound has an absurdly high hitpoint pool, it demands the immediate attention of all your air-targeting defenders.
+
You use the defensive building to pull the Lava Hound into the center of the map, absorbing its damage and distracting it.
+Never place your anti-air troops too close together.Use Tornado to pull the Balloon to your King Tower.Force them to spend elixir defending instead of supporting the Hound. +Choosing Your Sky Sweepers +
When selecting your anti-air package, versatility is key; you need units that are strong against air but also highly useful against standard ground pushes.
+
A well-rounded deck should include one high-DPS sniper, one flying defender, and one small spell capable of clearing flying swarms.
+Unit TypeTop CardWhy it WorksRanged DPSMusketeer / Dart GoblinCan hit air units from far away while remaining protected behind your Princess tower or ground tanksThe Air AssassinMega Minion / PhoenixFlies directly to the enemy air threat and shreds it without being distracted by ground swarms +Watching the Skies +
You must respect the Z-axis and prepare your arsenal accordingly.
+
A strong anti-air defense is the ultimate safety net.
+ +In case you have any queries regarding exactly where and also how to work with [tower rush](https://flirta.online/@roywetzel74450), you'll be able to call us in our web-site. \ No newline at end of file