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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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This guide highlights the absolute necessity of anti-air units and how to properly utilize them against the terror of the skies.
+The Threat from Above
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The most devastating aerial threat in the game is the dreaded 'LavaLoon' combination: a massive Lava Hound tanking damage while a high-DPS Balloon sneaks in behind it.
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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.When the Hound dies, it bursts into a swarm of flying pups.A ground-only tank killer (like a Mini P.E.K. When you loved this short article and you wish to receive more information about [tower rush](http://chenzheshi.myds.me:3000/annettecarvalh) please visit our own web-site. K.A) is 100% useless against an air deck.
+Versatile Anti-Air Options
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For swarm control, the Flying Machine or Dart Goblin provides excellent rapid-fire capabilities while staying safely behind your own tanks.
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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.
+Enemy UnitHow to Stop itInferno Dragon (High escalating damage)Electro Wizard or Zap spell; the constant stun resets the damage beam completelyMinion Horde (Massive flying swarm)Arrows or Fireball; never try to defend this with single-target units, as they will be overwhelmed instantly
+Watching the Skies
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You must respect the Z-axis and prepare your arsenal accordingly.
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If your towers fall to the Balloon every time, you must redesign your support structure.
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