diff --git a/The-Best-Hero-Classes-to-Lead-Your-Tower-Rush-Army.md b/The-Best-Hero-Classes-to-Lead-Your-Tower-Rush-Army.md new file mode 100644 index 0000000..7eaad81 --- /dev/null +++ b/The-Best-Hero-Classes-to-Lead-Your-Tower-Rush-Army.md @@ -0,0 +1,15 @@ +
Unlike standard cards, you generally only select one hero per deck, making that choice the most critical decision you will make.
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The hero you choose dictates your entire playstyle, defensive capabilities, and offensive win conditions.
+Heavy Melee Commanders +
Their active abilities usually involve a self-heal, a massive temporary shield, or a devastating close-range area attack.
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Once a fully supported bruiser connects with the enemy tower, the game is usually over in a matter of seconds.
+Always support the bruiser with anti-air units.Don't trigger their ability too early.Drop them right on top of the threat. +Utility and Sniper Heroes +
Their active abilities provide incredible utility, such as turning invisible, summoning decoy structures, or firing piercing piercing shots.
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You must constantly protect them with cheap cycle cards or defensive buildings like cannons and teslas.
+Skill CategoryBest ScenarioTarget DropUse right before the enemy tower locks on to reset aggro onto a nearby tankSummoning/SwarmCreate an instant counter-push +Mastering Your Main +
Do not just blindly pick whichever commander is currently dominating the competitive meta.
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Lead your troops with confidence, and victory will follow.
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