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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.
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Flying units completely ignore the river, bypass all ground-targeting defensive buildings, and are immune to crucial spells like The Log or Earthquake.
+Stopping the Air Tanks
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While your Musketeer is busy slowly shooting down the Hound, the Balloon casually flies past and drops a bomb that obliterates your tower instantly.
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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.Beware of the Lava Pups.If your deck relies entirely on ground defense, you will lose.
+Versatile Anti-Air Options
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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.
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The Mega Minion, in particular, is the ultimate anti-air assassin, dealing massive melee damage to Balloons while surviving heavy spells easily.
+Anti-Air CategoryBest ExampleStrengthsThe ShooterMusketeer / Dart GoblinCan hit air units from far away while remaining protected behind your Princess tower or ground tanksThe Air AssassinMega Minion / PhoenixFlies directly to the enemy air threat and shreds it without being distracted by ground swarms
+Total Coverage
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You must respect the Z-axis and prepare your arsenal accordingly.
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Control the ground, but never forget to watch the skies.
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