When constructing a new deck, players often hyper-focus on countering massive ground tanks and stopping bridge spam.
Flying units completely ignore the river, bypass all ground-targeting defensive buildings, and are immune to crucial spells like The Log or Earthquake.
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.
- Timing is critical.
- Beware of the Lava Pups.
- A ground-only tank killer (like a Mini P.E.K. If you treasured this article and also you would like to be given more info concerning tower rush generously visit our own webpage. K.A) is 100% useless against an air deck.
Versatile Anti-Air Options
For swarm control, the Flying Machine or Dart Goblin provides excellent rapid-fire capabilities while staying safely behind your own tanks.
The Mega Minion, in particular, is the ultimate anti-air assassin, dealing massive melee damage to Balloons while surviving heavy spells easily.
| Enemy Unit | How to Stop it |
|---|---|
| Inferno Dragon (High escalating damage) | Electro Wizard or Zap spell; the constant stun resets the damage beam completely |
| Minion Horde (Massive flying swarm) | Arrows or Fireball; never try to defend this with single-target units, as they will be overwhelmed instantly |
Total Coverage
When you build a deck, test it specifically against a heavy air composition in friendly battles.
A strong anti-air defense is the ultimate safety net.