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..8f26bec --- /dev/null +++ b/The-Best-Hero-Classes-to-Lead-Your-Tower-Rush-Army.md @@ -0,0 +1,15 @@ +
Many modern iterations of the genre have introduced powerful 'Hero' or 'Commander' units to lead the charge.
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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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When playing a tank commander, your strategy relies on building a massive, slow-moving 'deathball' of troops.
+Always support the bruiser with anti-air units.Don't trigger their ability too early.Use them defensively to absorb elite barbarian pushes. +The Ranged Support Class +
These commanders usually sit safely behind your towers, picking off enemy troops from a massive distance.
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When kept alive, a ranged hero can generate absurd amounts of positive elixir trades over the course of a match.
+RoleBest PairingStealth SniperDefensive miner poison decksHealerSwarm-based balloon decks +Choosing Your Leader +
A comfortable player using an off-meta hero will always defeat a confused player using the 'best' character.
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Lead your troops with confidence, and victory will follow.
+ +If you have any issues regarding wherever and how to use [tower rush](https://play.metalsunny.net/@stephantench59?page=about), you can get in touch with us at our web site. \ No newline at end of file