Sidan "Why Anti-Air is Crucial in Tower Rush" kommer tas bort. Se till att du är säker.
When players first begin their journey in an arena battler, they almost exclusively focus on the ground war.
Flying units operate under a completely different set of physical rules than ground units.
The Devastation of Aerial Threats
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).
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.
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.Always space your anti-air units apart.
Building the Anti-Air Package
A mathematically sound deck requires at least two reliable anti-air units and one spell capable of hitting air targets.
If you are playing a heavy Beatdown deck, you must also include 'Splash Anti-Air' (Baby Dragon, Electro Dragon, Executioner).
Defense CategoryThe UnitHow to Use ItThe 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
Look Up
A deck with weak anti-air is a fundamentally flawed deck, regardless of how strong its ground game is.
Control the ground, but dominate the air.
In the event you loved this article and you would love to receive much more information relating to tower rush assure visit our own site.
Sidan "Why Anti-Air is Crucial in Tower Rush" kommer tas bort. Se till att du är säker.