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When constructing a new deck, players often hyper-focus on countering massive ground tanks and stopping bridge spam.
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Flying units completely ignore the river, bypass all ground-targeting defensive buildings, and are immune to crucial spells like The Log or Earthquake.
+The Threat from Above
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While your Musketeer is busy slowly shooting down the Hound, the Balloon casually flies past and drops a bomb that obliterates your tower instantly.
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Simultaneously, you must deploy your secondary anti-air unit (like Bats or Minions) specifically to target and assassinate the Balloon before it reaches the structure.
+Space them out.Use Tornado to pull the Balloon to your King Tower.Force them to spend elixir defending instead of supporting the Hound.
+Versatile Anti-Air Options
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For swarm control, the Flying Machine or Dart Goblin provides excellent rapid-fire capabilities while staying safely behind your own tanks.
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The Mega Minion, in particular, is the ultimate anti-air assassin, dealing massive melee damage to Balloons while surviving heavy spells easily.
+The DangerBest CounterInferno Dragon (High escalating damage)Electro Wizard or Zap spell; the constant stun resets the damage beam completelyMinion Horde (Massive flying swarm)Arrows or Fireball; never try to defend this with single-target units, as they will be overwhelmed instantly
+Don't Look Down
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A deck with a glaring weakness to aerial attacks is simply not viable for climbing the competitive ladder.
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Control the ground, but never forget to watch the skies.
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