In the arena, the Z-axis is just as dangerous as the X and Y axes, and flying threats operate under completely different tactical rules.
This guide highlights the absolute necessity of anti-air units and how to properly utilize them against the terror of the skies.
The Aerial Behemoths: Lava Hound and Balloon
Because the Lava Hound has an absurdly high hitpoint pool, it demands the immediate attention of all your air-targeting defenders.
You use the defensive building to pull the Lava Hound into the center of the map, absorbing its damage and distracting it.
Timing is critical.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.
A well-rounded deck should include one high-DPS sniper, one flying defender, and one small spell capable of clearing flying swarms.
Unit TypeTop CardThe StrategyThe Ground SniperMusketeer / 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
Don't Look Down
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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