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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.
The Devastation of Aerial Threats
The Balloon will simply float over your defending ground troops, drop a single bomb, and instantly delete a massive chunk of your tower's health.
Because flying units avoid so many standard defensive interactions, they require highly specialized, immediate answers.
- If you play your Musketeer and they kill it with a Fireball, you are 100% defenseless against their incoming Balloon.
- Ground-to-air units (like Dart Goblin or Archers) are vulnerable to standard ground attacks.
- Always space your anti-air units apart.
Building the Anti-Air Package
The 'Ranged Sniper' role (Musketeer, Electro Wizard, Flying Machine) provides consistent, high-range DPS that can hit air units while remaining safely behind your Princess tower.
This is because your massive ground tank will inevitably attract massive enemy aerial swarms, and you need a single unit capable of clearing the entire sky with splash damage.
| The Attacker | How to Defend It |
|---|---|
| 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
You must respect the skies and build your defenses with complete vertical coverage in mind.
Keep your eyes to the sky.