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..1087a21
--- /dev/null
+++ b/Why Anti-Air is Crucial in Tower Rush.-.md
@@ -0,0 +1,15 @@
+
When players first begin their journey in an arena battler, they almost exclusively focus on the ground war.
+
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.
+Why the Skies Matter
+
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.
+
Furthermore, aerial swarms (like the Minion Horde or Bats) can completely shred an unsupported ground tank in seconds.
+It hides underground to avoid predictive spells and deals massive damage to Balloons and Lava Hounds.Pulling a Balloon to your King Tower early in the match is the ultimate counter to air decks.Small spells are critical for aerial defense.
+Structuring Your Defense
+
A mathematically sound deck requires at least two reliable anti-air units and one spell capable of hitting air targets.
+
If you are playing a heavy Beatdown deck, you must also include 'Splash Anti-Air' (Baby Dragon, Electro Dragon, Executioner).
+Defense CategoryTop Card ChoiceStrategic 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
+Respecting the Z-Axis
+
Test your new decks specifically against heavy air combinations before taking them to the ranked ladder.
+
Keep your eyes to the sky.
+
+If you have any type of concerns relating to where and the best ways to use [tower rush](https://casaspanishhomes.com/author/sheltonbuchana/), you could call us at our own webpage.
\ No newline at end of file