They learn how to place a Knight to block a Mini P.E. If you loved this information and you would certainly like to obtain even more information pertaining to tower rush kindly browse through our own web site. K.K.A, and how to use a Skeleton Army to swarm a Giant.
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 primary threat from the skies comes in two distinct forms: massive, heavy tanks (like the Lava Hound) and fast, high-DPS punishers (like the Balloon).
If you drop an 8-elixir Golem and the opponent plays a 5-elixir Minion Horde directly on top of it, the Golem will die before it even crosses the river if you do not have a spell or anti-air support ready.
- If you play your Musketeer and they kill it with a Fireball, you are 100% defenseless against their incoming Balloon.
- Flying anti-air units (like Mega Minion) are safer because they avoid ground melee.
- 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.
Structuring Your Defense
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.
Choosing the correct combination of these three roles ensures that you are never caught without an answer when the opponent takes flight.
| Defense Category | Best Example | How to Use It |
|---|---|---|
| The Ranged Sniper | Musketeer / Dart Goblin | Placed centrally to shoot down Balloons from a safe distance; highly vulnerable to spells |
| The Air Assassin | Mega Minion / Phoenix | Placed directly on top of the enemy air threat; immune to ground damage, survives medium spells |
Look Up
Test your new decks specifically against heavy air combinations before taking them to the ranked ladder.
Keep your eyes to the sky.