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When players first begin their journey in an arena battler, they almost exclusively focus on the ground war.
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Flying units operate under a completely different set of physical rules than ground units.
+The Danger from Above
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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.
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Because flying units avoid so many standard defensive interactions, they require highly specialized, immediate answers.
+It hides underground to avoid predictive spells and deals massive damage to Balloons and Lava Hounds.Use Tornado to pull flying units.Small spells are critical for aerial defense.
+Choosing Your Air Guards
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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.
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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.
+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
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A deck with weak anti-air is a fundamentally flawed deck, regardless of how strong its ground game is.
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Keep your eyes to the sky.
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+If you have any inquiries about exactly where and how to use [tower rush](https://gitea.accept.dev.dbf.nl/elanafurnell43/5545239/wiki/Analyzing-the-Art-Style-and-Character-Design-of-Tower-Rush), you can get hold of us at our own website.
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