They learn how to place a Knight to block a Mini P.E.K. If you cherished this report and you would like to acquire more data pertaining to tower rush kindly take a look at the site. K.A, and how to use a Skeleton Army to swarm a Giant.
Flying units operate under a completely different set of physical rules than ground units.
The Danger from Above
The Balloon will simply float over your defending ground troops, drop a single bomb, and instantly delete a massive chunk of your tower's health.
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.
- Ground-to-air units (like Dart Goblin or Archers) are vulnerable to standard ground attacks.
- Always space your anti-air units apart.
Building the Anti-Air Package
A mathematically sound deck requires at least two reliable anti-air units and one spell capable of hitting air targets.
Choosing the correct combination of these three roles ensures that you are never caught without an answer when the opponent takes flight.
| Enemy Aerial Threat | How to Defend It |
|---|
| The Lava Hound (Massive flying tank) | Ignore it initially; focus all anti-air on the support troops behind it, then clear the 'pups' when it pops |
| The Inferno Dragon (Escalating beam damage) | Use an Electro Wizard or Zap spell to constantly stun it and reset its damage beam to zero |
Respecting the Z-Axis
A deck with weak anti-air is a fundamentally flawed deck, regardless of how strong its ground game is.
When the shadow of a Balloon falls across your tower, you must be ready.