However, one of the most fatal deck-building errors is neglecting to include a robust, reliable suite of anti-air defenses.
Flying units completely ignore the river, bypass all ground-targeting defensive buildings, and are immune to crucial spells like The Log or Earthquake.
The Threat from Above
While your Musketeer is busy slowly shooting down the Hound, the Balloon casually flies past and drops a bomb that obliterates your tower instantly.
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).
A single Fireball will kill both your Musketeer and your Minions, leaving you completely defenseless.Activating the King Tower early provides massive extra defensive damage against air decks.If they play a Lava Hound in the back, immediately pressure the opposite lane with a ground attack.
Choosing Your Sky Sweepers
For swarm control, the Flying Machine or Dart Goblin provides excellent rapid-fire capabilities while staying safely behind your own tanks.
Furthermore, you must consider air-to-air combat; including your own flying units (like Mega Minion or Phoenix) provides a mobile defense that ground units cannot touch.
Unit TypeBest ExampleStrengthsRanged DPSMusketeer / 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
A deck with a glaring weakness to aerial attacks is simply not viable for climbing the competitive ladder.
If your towers fall to the Balloon every time, you must redesign your support structure.
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