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XEDITION

자유게시판

자유게시판

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


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.


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


  • Never build a deck with only one anti-air card.
  • Flying anti-air units (like Mega Minion) are safer because they avoid ground melee.
  • 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.

Structuring Your Defense


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 DefenderThe UnitPrimary Role
The Ranged SniperMusketeer / Dart GoblinPlaced centrally to shoot down Balloons from a safe distance; highly vulnerable to spells
The Air AssassinMega Minion / PhoenixPlaced directly on top of the enemy air threat; immune to ground damage, survives medium spells

Look Up


A deck with weak anti-air is a fundamentally flawed deck, regardless of how strong its ground game is.


When the shadow of a Balloon falls across your tower, you must be ready.



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