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.
Why the Skies Matter
If a player sends a Balloon at the bridge, and your only anti-air card is a 3-elixir Minion squad buried at the bottom of your deck, you have already lost the tower.
Because flying units avoid so many standard defensive interactions, they require highly specialized, immediate answers.
- 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.
| The Defender | Top Card Choice | Strategic Value |
|---|---|---|
| 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 |
Total Coverage
Test your new decks specifically against heavy air combinations before taking them to the ranked ladder.
Control the ground, but dominate the air.
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