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They entirely bypass the river, they are immune to powerful ground-control spells like The Log and Earthquake, and they cannot be distracted by standard ground-melee troops.
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.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.
Structuring Your Defense
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.
Choosing the correct combination of these three roles ensures that you are never caught without an answer when the opponent takes flight.
Enemy Aerial ThreatHow to Defend ItThe Lava Hound (Massive flying tank)Ignore it initially; focus all anti-air on the support troops behind it, then clear the 'pups' when it popsThe Inferno Dragon (Escalating beam damage)Use an Electro Wizard or Zap spell to constantly stun it and reset its damage beam to zero
Look Up
Test your new decks specifically against heavy air combinations before taking them to the ranked ladder.
Keep your eyes to the sky.
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