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.
This guide highlights the absolute necessity of anti-air units and how to properly utilize them against the terror of the skies.
Stopping the Air Tanks
Because the Lava Hound has an absurdly high hitpoint pool, it demands the immediate attention of all your air-targeting defenders.
To survive this assault, you must have at least two reliable anti-air units in your deck, along with a defensive building that targets air (like the Tesla or Inferno Tower).
- Timing is critical.
- When the Hound dies, it bursts into a swarm of flying pups.
- A ground-only tank killer (like a Mini P.E.K.K. In case you loved this information and you would want to obtain details about tower rush i implore you to stop by our own webpage. A) is 100% useless against an air deck.
Choosing Your Sky Sweepers
When selecting your anti-air package, versatility is key; you need units that are strong against air but also highly useful against standard ground pushes.
A well-rounded deck should include one high-DPS sniper, one flying defender, and one small spell capable of clearing flying swarms.
| Air Threat | The Solution |
|---|---|
| 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 |
Watching the Skies
A deck with a glaring weakness to aerial attacks is simply not viable for climbing the competitive ladder.
A strong anti-air defense is the ultimate safety net.