Add Why Anti-Air is Crucial in Tower Rush

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<br>They learn how to place a Knight to block a Mini P.E.K.K. Here is more info in regards to [tower rush](https://gitlab-rock.freedomstate.idv.tw/wilmerwalpole) visit our own web site. A, and how to use a Skeleton Army to swarm a Giant.<br>
<br>They entirely bypass the river, they are immune to powerful ground-control spells like The Log and Earthquake, and they cannot be distracted by standard ground-melee troops.<br>
The Danger from Above
<br>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).<br>
<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>
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.If you place a Wizard and a Musketeer right next to each other, a single Poison spell will kill both, leaving the skies wide open.
Structuring Your Defense
<br>The 'Air Assassin' role (Mega Minion, Phoenix, Minions) involves playing flying melee units that fly out to directly intercept the enemy threat in the sky.<br>
<br>Choosing the correct combination of these three roles ensures that you are never caught without an answer when the opponent takes flight.<br>
Anti-Air Unit TypeBest ExamplePrimary 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
Total Coverage
<br>You must respect the skies and build your defenses with complete vertical coverage in mind.<br>
<br>Control the ground, but dominate the air.<br>