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They learn how to place a Knight to block a Mini P.E.K.K. If you enjoyed this information and you would certainly like to receive more info concerning [tower rush](https://jcklick.com/read-blog/65_pro-tips-to-improve-your-tower-rush-win-rate.html) kindly see our website. A, and how to use a Skeleton Army to swarm a Giant.
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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.
+The Danger from Above
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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).
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Because flying units avoid so many standard defensive interactions, they require highly specialized, immediate answers.
+Never build a deck with only one anti-air card.Ground-to-air units (like Dart Goblin or Archers) are vulnerable to standard ground attacks.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.
+Building the Anti-Air Package
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A mathematically sound deck requires at least two reliable anti-air units and one spell capable of hitting air targets.
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If you are playing a heavy Beatdown deck, you must also include 'Splash Anti-Air' (Baby Dragon, Electro Dragon, Executioner).
+Anti-Air Unit TypeBest ExampleStrategic ValueThe 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
+Respecting the Z-Axis
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Test your new decks specifically against heavy air combinations before taking them to the ranked ladder.
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Control the ground, but dominate the air.
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