In the arena, the Z-axis is just as dangerous as the X and Y axes, and flying threats operate under completely different tactical rules.
Flying units completely ignore the river, bypass all ground-targeting defensive buildings, and are immune to crucial spells like The Log or Earthquake.
The Aerial Behemoths: Lava Hound and Balloon
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.
- His spawn damage and constant stun effect drastically slows down the Balloon's approach.
- Beware of the Lava Pups.
- A ground-only tank killer (like a Mini P.E.K. When you have any concerns relating to where and also tips on how to work with tower rush, you'll be able to contact us with the web site. K.A) is 100% useless against an air deck.
Versatile Anti-Air Options
The Musketeer is the gold standard of versatile defense; she boasts incredible range, high single-target DPS, and survives a standard Fireball.
Furthermore, you must consider air-to-air combat; including your own flying units (like Mega Minion or Phoenix) provides a mobile defense that ground units cannot touch.
| 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 |
Don't Look Down
A deck with a glaring weakness to aerial attacks is simply not viable for climbing the competitive ladder.
If your towers fall to the Balloon every time, you must redesign your support structure.