When players first begin their journey in an arena battler, they almost exclusively focus on the ground war.
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.
Furthermore, aerial swarms (like the Minion Horde or Bats) can completely shred an unsupported ground tank in seconds.
Never build a deck with only one anti-air card.Ground-to-air units (like Dart Goblin or Archers) are vulnerable to standard ground attacks.If you place a Wizard and a Musketeer right next to each other, a single Poison spell will kill both, leaving the skies wide open.
Building the Anti-Air Package
The 'Air Assassin' role (Mega Minion, Phoenix, Minions) involves playing flying melee units that fly out to directly intercept the enemy threat in the sky.
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 DangerHow to Defend ItThe Lava Hound (Massive flying tank)Ignore it initially; focus all anti-air on the support troops behind it, then clear the 'pups' when it popsThe Inferno Dragon (Escalating beam damage)Use an Electro Wizard or Zap spell to constantly stun it and reset its damage beam to zero
Total Coverage
Test your new decks specifically against heavy air combinations before taking them to the ranked ladder.
When the shadow of a Balloon falls across your tower, you must be ready.
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