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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
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).
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.
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.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.
Choosing Your Air Guards
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).
Anti-Air Unit TypeTop Card ChoicePrimary RoleThe Ranged SniperMusketeer / Dart GoblinPlaced centrally to shoot down Balloons from a safe distance; highly vulnerable to spellsThe Air AssassinMega Minion / PhoenixPlaced directly on top of the enemy air threat; immune to ground damage, survives medium spells
Look Up
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.
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