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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.
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Flying units operate under a completely different set of physical rules than ground units.
+The Danger from Above
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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.
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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
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A mathematically sound deck requires at least two reliable anti-air units and one spell capable of hitting air targets.
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If you are playing a heavy Beatdown deck, you must also include 'Splash Anti-Air' (Baby Dragon, Electro Dragon, Executioner).
+Defense CategoryThe UnitStrategic ValueThe 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
+Total Coverage
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You must respect the skies and build your defenses with complete vertical coverage in mind.
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Control the ground, but dominate the air.
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