However, ignoring the vertical space—the 'Z-axis' of the arena—is a fatal flaw that will immediately stall your progression on the competitive ladder.
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.
If you drop an 8-elixir Golem and the opponent plays a 5-elixir Minion Horde directly on top of it, the Golem will die before it even crosses the river if you do not have a spell or anti-air support ready.
The Tesla is arguably the best anti-air building.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
A mathematically sound deck requires at least two reliable anti-air units and one spell capable of hitting air targets.
If you are playing a heavy Beatdown deck, you must also include 'Splash Anti-Air' (Baby Dragon, Electro Dragon, Executioner).
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
Respecting the Z-Axis
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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