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When players first begin their journey in an arena battler, they almost exclusively focus on the ground war.
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Flying units operate under a completely different set of physical rules than ground units.
+The Danger from Above
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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).
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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
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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.
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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
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Test your new decks specifically against heavy air combinations before taking them to the ranked ladder.
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When the shadow of a Balloon falls across your tower, you must be ready.
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