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When players first begin their journey in an arena battler, they almost exclusively focus on the ground war.


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 Danger from Above


The Balloon will simply float over your defending ground troops, drop a single bomb, and instantly delete a massive chunk of your tower's health.


Furthermore, aerial swarms (like the Minion Horde or Bats) can completely shred an unsupported ground tank in seconds.


  • It hides underground to avoid predictive spells and deals massive damage to Balloons and Lava Hounds.
  • Use Tornado to pull flying units.
  • Zap or Snowball can instantly kill Bats or severely injure Minions, giving your tower time to finish them off.

Building the Anti-Air Package


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.


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.


The AttackerYour Strategy
The Lava Hound (Massive flying tank)Ignore it initially; focus all anti-air on the support troops behind it, then clear the 'pups' when it pops
The Inferno Dragon (Escalating beam damage)Use an Electro Wizard or Zap spell to constantly stun it and reset its damage beam to zero

Total Coverage


Test your new decks specifically against heavy air combinations before taking them to the ranked ladder.


Control the ground, but dominate the air.



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