When constructing a new deck, players often hyper-focus on countering massive ground tanks and stopping bridge spam.
Flying units completely ignore the river, bypass all ground-targeting defensive buildings, and are immune to crucial spells like The Log or Earthquake.
Stopping the Air Tanks
While your Musketeer is busy slowly shooting down the Hound, the Balloon casually flies past and drops a bomb that obliterates your tower instantly.
Simultaneously, you must deploy your secondary anti-air unit (like Bats or Minions) specifically to target and assassinate the Balloon before it reaches the structure.
Space them out.Use Tornado to pull the Balloon to your King Tower.Force them to spend elixir defending instead of supporting the Hound.
Versatile Anti-Air Options
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.
The DangerThe SolutionInferno Dragon (High escalating damage)Electro Wizard or Zap spell; the constant stun resets the damage beam completelyMinion Horde (Massive flying swarm)Arrows or Fireball; never try to defend this with single-target units, as they will be overwhelmed instantly
Total Coverage
A deck with a glaring weakness to aerial attacks is simply not viable for climbing the competitive ladder.
A strong anti-air defense is the ultimate safety net.
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