They learn how to place a Knight to block a Mini P. If you beloved this article and you would like to get more info with regards to tower rush nicely visit our site. E.K.K.A, and how to use a Skeleton Army to swarm a Giant.
This guide breaks down exactly why every single viable deck must feature a dedicated anti-air package and how to construct a flawless aerial defense.
The Devastation of Aerial Threats
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.
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.
- 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
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.
If you are playing a heavy Beatdown deck, you must also include ‘Splash Anti-Air’ (Baby Dragon, Electro Dragon, Executioner).
| Defense Category | The Unit | 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.