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.
You use the defensive building to pull the Lava Hound into the center of the map, absorbing its damage and distracting it.
The Electro Wizard is fantastic against Balloons.When the Hound dies, it bursts into a swarm of flying pups.If your deck relies entirely on ground defense, you will lose.
Building the Perfect Air Defense
The Musketeer is the gold standard of versatile defense; she boasts incredible range, high single-target DPS, and survives a standard Fireball.
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.
Air ThreatThe SolutionInferno Dragon (High escalating damage)Electro Wizard or Zap spell; the constant stun resets the damage beam completelyMinion Horde (Massive flying swarm)Arrows or Fireball; never try to defend this with single-target units, as they will be overwhelmed instantly
Watching the Skies
You must respect the Z-axis and prepare your arsenal accordingly.
Control the ground, but never forget to watch the skies.
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