메뉴 건너뛰기

XEDITION

자유게시판

자유게시판

image.php?image=b12architecture_exterior

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


Flying units operate under a completely different set of physical rules than ground units.


The Danger from Above


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.


Because flying units avoid so many standard defensive interactions, they require highly specialized, immediate answers.


  • Never build a deck with only one anti-air card.
  • Ground-to-air units (like Dart Goblin or Archers) are vulnerable to standard ground attacks.
  • If you place a Wizard and a Musketeer right next to each other, a single Poison spell will kill both, leaving the skies wide open.

Building the Anti-Air Package


The 'Ranged Sniper' role (Musketeer, Electro Wizard, Flying Machine) provides consistent, high-range DPS that can hit air units while remaining safely behind your Princess tower.


If you are playing a heavy Beatdown deck, you must also include 'Splash Anti-Air' (Baby Dragon, Electro Dragon, Executioner).


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


You must respect the skies and build your defenses with complete vertical coverage in mind.


Control the ground, but dominate the air.



If you loved this post and you want to receive more info with regards to tower rush i implore you to visit the web-page.
위로