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
The most devastating aerial threat in the game is the dreaded 'LavaLoon' combination: a massive Lava Hound tanking damage while a high-DPS Balloon sneaks in behind it.
You use the defensive building to pull the Lava Hound into the center of the map, absorbing its damage and distracting it.
- A single Fireball will kill both your Musketeer and your Minions, leaving you completely defenseless.
- Activating the King Tower early provides massive extra defensive damage against air decks.
- Force them to spend elixir defending instead of supporting the Hound.
Building the Perfect Air Defense
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.
The Mega Minion, in particular, is the ultimate anti-air assassin, dealing massive melee damage to Balloons while surviving heavy spells easily.
| Defense Role | Primary Choice | Why it Works |
|---|---|---|
| Ranged DPS | Musketeer / Dart Goblin | Can hit air units from far away while remaining protected behind your Princess tower or ground tanks |
| Flying Melee | Mega Minion / Phoenix | Flies directly to the enemy air threat and shreds it without being distracted by ground swarms |
Don't Look Down
When you build a deck, test it specifically against a heavy air composition in friendly battles.
If your towers fall to the Balloon every time, you must redesign your support structure.
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