An air comp fights from above: heroes who fly, shoot from awkward angles and stay out of melee range. If your team can't aim at the sky, it simply doesn't damage them.
Flyers are almost immune to melee duelists. Their weakness is ranged damage that can aim up: snipers and sustained fire. And since they hit from several angles, more healing is better than more shields.
The 1-2-3 comp the tool recommends against that enemy: Punisher and Hawkeye hit them in the air, and three healers withstand the pressure coming from several angles. Since Rogue and Human Torch drop into the backline, all three are healers who survive a dive (Healpool, Cloak & Dagger and Gambit).
The exact recommendation changes depending on the enemy's heroes and the ones your team already picked. For your real match, load both teams in the tool and it builds the full comp for you.
Analyze my match →Tanks: One who protects your healers (Hulk) is enough; front-facing shields cover little against attacks from above.
Duelists: Ranged damage that can aim up: Punisher, Hawkeye, Black Widow. Melee heroes can barely reach them.
Healers: More healing, because the damage comes from several angles. If the enemy flyers drop into your backline (Rogue, Human Torch), bring healers who survive a dive: Cloak & Dagger, Healpool, White Fox or Ultron. If they stay up high, Luna Snow also works.
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