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In the arena, the Z-axis is just as dangerous as the X and Y axes, and flying threats operate under completely different tactical rules.
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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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The most devastating aerial threat in the game is the dreaded 'LavaLoon' combination: a massive Lava Hound tanking damage while a high-DPS Balloon sneaks in behind it.
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To survive this assault, you must have at least two reliable anti-air units in your deck, along with a defensive building that targets air (like the Tesla or Inferno Tower).
+Space them out.Use Tornado to pull the Balloon to your King Tower.Force them to spend elixir defending instead of supporting the Hound.
+Building the Perfect Air Defense
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The Musketeer is the gold standard of versatile defense; she boasts incredible range, high single-target DPS, and survives a standard Fireball.
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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.
+Unit TypeBest ExampleWhy it WorksThe Ground SniperMusketeer / Dart GoblinCan hit air units from far away while remaining protected behind your Princess tower or ground tanksThe Air AssassinMega Minion / PhoenixFlies directly to the enemy air threat and shreds it without being distracted by ground swarms
+Don't Look Down
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When you build a deck, test it specifically against a heavy air composition in friendly battles.
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If your towers fall to the Balloon every time, you must redesign your support structure.
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+If you're ready to find out more information about [tower rush](https://hauntley.com/author/albertatrotter/) have a look at our webpage.
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