However, one of the most fatal deck-building errors is neglecting to include a robust, reliable suite of anti-air defenses.
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.
Simultaneously, you must deploy your secondary anti-air unit (like Bats or Minions) specifically to target and assassinate the Balloon before it reaches the structure.
- His spawn damage and constant stun effect drastically slows down the Balloon's approach.
- Beware of the Lava Pups.
- If your deck relies entirely on ground defense, you will lose.
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.
A well-rounded deck should include one high-DPS sniper, one flying defender, and one small spell capable of clearing flying swarms.
| Defense Role | Best Example | 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 |
Watching the Skies
A deck with a glaring weakness to aerial attacks is simply not viable for climbing the competitive ladder.
Control the ground, but never forget to watch the skies.
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