Air Defense/Clan Capital

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"This anti-air tower is deadly against flying enemies, but can't target foes on the ground. Place it wisely to cover as much airspace as possible."
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Ruin	Level 1	Level 2	Level 3	Level 4	Level 5
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==Summary==
*Air Defenses are among the first defensive buildings unlocked in the Clan Capital, available at Clan Capital level 1.
*They work similarly to their Home Village counterpart, being a powerful turret that exclusively targets aerial foes with very high DPS, good reach and decent hitpoints.
*Air Defenses can only target and shoot one air troop at a time, until the troop is dead.
*It cannot harm ground-based units, or interfere with them in any way other than potentially distracting them from attacking a more valuable target (e.g. the District/Capital Hall).
==Strategies==
===Defensive Strategy===
* The Air Defense has an excellent range and a very high damage per shot. As the in-game description states, it's best to position them so that they cover as much area as possible.
* The Air Defense is a popular first-target for armies sporting ground troops, as they are one of only 3 defensive structures that cannot target them. Make sure they are defended well, and they will help to keep the skies clear from rampaging Air Troops. Air Defenses are there for when Spear Throwers just won't cut it or are distracted by ground units such as Super Giants, Super P.E.K.K.A.s, and the Mountain Golem.
* If possible, keep your Air Defenses behind your first lines of defense (e.g. Cannons and Spear Throwers), preferably with Walls in between. This will prevent a large Super Giant or Mountain Golem assault from quickly destroying the Air Defense and allowing a Healing Spell to be deployed early in the battle. The longer it takes the Giants to destroy the Air Defense, the more time your turrets will have to thin out their ranks.
* A good strategy placement for this defense is by placing it near a Super Wizard Tower (which would be near a Multi Mortar and another building of your choice, for maximum protection).
* Spread out your Air Defenses, or else they could all be destroyed with Lightning Spells.
===Offensive Strategy===
* The Air Defense is a natural target to attack first, as clearing them helps pave the way for an air assault. They are easily destroyed by any ground-based troop, as they do not attack ground troops.
* You can use Lightning Spells to take down the Air Defenses, although it might take multiple of them to deploy on higher levels.
* It is advisable to keep Rocket Balloons away from Air Defenses, as they are capable of destroying most Rocket Balloons in one or two hits from a great distance.
* Although Air Defenses are quite effective against Super Dragons, it is possible to keep an Air Defense occupied with one or two Super Dragons for a fleet of Rocket Balloons to quickly destroy a majority of the ground defenses. Since Rocket Balloons have a target priority of defenses, send them close enough to the Air Defenses to increase the odds of the Air Defense being easily destroyed.
* A great way to overwhelm the Air Defense is using multiple of Minion Hordes since Minions are fast, and the Air Defense can only take out one at a time. Beware of nearby AOE defenses and traps, though.
==Upgrade Differences==
*Air Defenses undergo significant visual changes at all levels.
**When initially rebuilt, the Air Defense consists of a single wooden launch tube with a single orange-and-yellow striped rocket. The launch tube is banded with metal. It is supported by a wooden foundation that is combined with a series of ropes to allow the launch tube to stand upright.
**At level 2, a second launch tube with a rocket is added. The wooden foundation that sits against the ground is painted with an orange color.
**At level 3, the two launch tubes merge into a bigger one and an additional rocket gets added again. The rockets change in color with a red and yellow-striped scheme and even appear to be slightly bigger. The launch tube receives thicker dark metal bands bolted with gold rivets. The supporting wooden foundation and rocket heads become thicker. The hinges are now replaced with bolted dark metal. The ropes on the base are replaced with red metal that is also bolted. Also, the foundation that sits against the ground is replaced with dark metal.
**At level 4, a fourth rocket is added. The heads of the rockets receive a bolted metal cap and the gold rivets of the launch tube get shielded with gold metal bands. The hinges are painted with a red color and now extend down to the ground; the entire base and foundation supports that are made of wood are now replaced with metal.
**At level 5, a fifth rocket gets added together, with thin metal rims surrounding the bottom of the rockets' heads. The hinges across the base and foundation are replaced with golden ones and the base is now reinforced with gold spiked fittings. The metal supports are now painted in red.
==Statistics==
Level	Damage per Second	Damage per Shot	Hitpoints	Build Cost	Capital Hall Level Required	District Hall Level Required
1 	260 	390 	1,400 	3,500 	1 	1
2 	290 	435 	1,500 	7,000 	2 	2
3 	320 	480 	1,600 	14,000 	4 	3
4 	350 	525 	1,700 	24,000 	6 	4
5 	380 	570 	1,800 	40,000 	9 	5
Range	Attack Speed	Damage Type 	Unit Type Targeted
10 	1.5s 	Single Target	Air
==History==
* The Air Defense was added with the release of the Clan Capital on 2 May, 2022.
* On June 30, 2022, a balance change reduced the Air Defense's hit speed to 1.5s (from 1s), while leaving the DPS unchanged.
* On September 14, 2023, a balance change reduced the Air Defense's DPS at level 5 (from 400 down to 380).
==Trivia==
* Strangely, the ruins of the Air Defense appears to be on Level 2, not level 1.
Category:Buildings
Category:Defenses
Category:Clan Capital
de:Luftabwehr (Clanstadt)