diff --git a/Why Anti-Air is Crucial in Tower Rush.-.md b/Why Anti-Air is Crucial in Tower Rush.-.md
new file mode 100644
index 0000000..670ba21
--- /dev/null
+++ b/Why Anti-Air is Crucial in Tower Rush.-.md
@@ -0,0 +1,13 @@
+
They learn how to place a Knight to block a Mini P. Here is more info on [tower rush](https://chubechube.com/@jessiuy115756?page=about) look into our own web site. E.K.K.A, and how to use a Skeleton Army to swarm a Giant.
+
They entirely bypass the river, they are immune to powerful ground-control spells like The Log and Earthquake, and they cannot be distracted by standard ground-melee troops.
+The Danger from Above
+
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.
+
Because flying units avoid so many standard defensive interactions, they require highly specialized, immediate answers.
+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.
+Choosing Your Air Guards
+
The 'Air Assassin' role (Mega Minion, Phoenix, Minions) involves playing flying melee units that fly out to directly intercept the enemy threat in the sky.
+
This is because your massive ground tank will inevitably attract massive enemy aerial swarms, and you need a single unit capable of clearing the entire sky with splash damage.
+Defense CategoryTop Card ChoicePrimary 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
+Total Coverage
+
Test your new decks specifically against heavy air combinations before taking them to the ranked ladder.
+
Keep your eyes to the sky.
\ No newline at end of file