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<br>When players first begin their journey in an arena battler, they almost exclusively focus on the ground war.<br> |
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<br>Flying units operate under a completely different set of physical rules than ground units.<br> |
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The Danger from Above |
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<br>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.<br> |
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<br>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.<br> |
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If you play your Musketeer and they kill it with a Fireball, you are 100% defenseless against their incoming Balloon.Ground-to-air units (like Dart Goblin or Archers) are vulnerable to standard ground attacks.Always space your anti-air units apart. |
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Choosing Your Air Guards |
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<br>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.<br> |
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<br>If you are playing a heavy Beatdown deck, you must also include 'Splash Anti-Air' (Baby Dragon, Electro Dragon, Executioner).<br> |
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The DefenderThe UnitPrimary 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 |
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Total Coverage |
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<br>Test your new decks specifically against heavy air combinations before taking them to the ranked ladder.<br> |
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<br>When the shadow of a Balloon falls across your tower, you must be ready.<br> |
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