They learn how to place a Knight to block a Mini P.E.K.K. If you loved this informative article and you would want to receive more details with regards to tower rush kindly visit the web-page. 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.
Why the Skies Matter
The primary threat from the skies comes in two distinct forms: massive, heavy tanks (like the Lava Hound) and fast, high-DPS punishers (like the Balloon).
Furthermore, aerial swarms (like the Minion Horde or Bats) can completely shred an unsupported ground tank in seconds.
- It hides underground to avoid predictive spells and deals massive damage to Balloons and Lava Hounds.
- Use Tornado to pull flying units.
- Zap or Snowball can instantly kill Bats or severely injure Minions, giving your tower time to finish them off.
Choosing Your Air Guards
A mathematically sound deck requires at least two reliable anti-air units and one spell capable of hitting air targets.
This is because your massive ground tank will inevitably attract massive enemy aerial swarms, and you need a single unit capable of clearing the entire sky with splash damage.
| The Danger | Your Strategy |
|---|---|
| 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
You must respect the skies and build your defenses with complete vertical coverage in mind.
Keep your eyes to the sky.