When constructing a new deck, players often hyper-focus on countering massive ground tanks and stopping bridge spam.
This guide highlights the absolute necessity of anti-air units and how to properly utilize them against the terror of the skies.
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.
The Electro Wizard is fantastic against Balloons.Have a Zap or Arrows ready to clear them instantly.If your deck relies entirely on ground defense, you will lose.
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.
Furthermore, you must consider air-to-air combat; including your own flying units (like Mega Minion or Phoenix) provides a mobile defense that ground units cannot touch.
Defense RolePrimary ChoiceWhy it WorksThe ShooterMusketeer / Dart GoblinCan hit air units from far away while remaining protected behind your Princess tower or ground tanksFlying MeleeMega Minion / PhoenixFlies directly to the enemy air threat and shreds it without being distracted by ground swarms
Watching the Skies
A deck with a glaring weakness to aerial attacks is simply not viable for climbing the competitive ladder.
If your towers fall to the Balloon every time, you must redesign your support structure.
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