When players first begin their journey in an arena battler, they almost exclusively focus on the ground war.
Flying units operate under a completely different set of physical rules than ground units.
The Danger from Above
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).
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.Flying anti-air units (like Mega Minion) are safer because they avoid ground melee.Always space your anti-air units apart.
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.
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 DefenderTop Card ChoiceHow to Use ItThe Ranged SniperMusketeer / Dart GoblinPlaced centrally to shoot down Balloons from a safe distance; highly vulnerable to spellsThe Air AssassinMega Minion / PhoenixPlaced directly on top of the enemy air threat; immune to ground damage, survives medium spells
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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