When players first begin their journey in an arena battler, they almost exclusively focus on the ground war.
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.
Why the Skies Matter
If a player sends a Balloon at the bridge, and your only anti-air card is a 3-elixir Minion squad buried at the bottom of your deck, you have already lost the tower.
Furthermore, aerial swarms (like the Minion Horde or Bats) can completely shred an unsupported ground tank in seconds.
- Never build a deck with only one anti-air card.
- Flying anti-air units (like Mega Minion) are safer because they avoid ground melee.
- Always space your anti-air units apart.
Structuring Your Defense
The ‘Air Assassin’ role (Mega Minion, Phoenix, Minions) involves playing flying melee units that fly out to directly intercept the enemy threat in the sky.
If you are playing a heavy Beatdown deck, you must also include ‘Splash Anti-Air’ (Baby Dragon, Electro Dragon, Executioner).
| The Danger | Your Strategy |
|---|---|
| The Lava Hound (Massive flying tank) | Ignore it initially; focus all anti-air on the support troops behind it, then clear the ‘pups’ when it pops |
| The Inferno Dragon (Escalating beam damage) | Use an Electro Wizard or Zap spell to constantly stun it and reset its damage beam to zero |
Respecting the Z-Axis
Test your new decks specifically against heavy air combinations before taking them to the ranked ladder.
Control the ground, but dominate the air.
In the event you loved this information and you wish to receive more info concerning tower rush assure visit our own web-site.