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..b2f7995 --- /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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Some commanders excel at bolstering massive swarms, while others act as unkillable, singular forces of nature.
+Heavy Melee Commanders +
These heroes are deployed at the front of a push, drawing all tower and enemy fire away from your fragile support units.
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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 +
Their active abilities provide incredible utility, such as turning invisible, summoning decoy structures, or firing piercing piercing shots.
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When kept alive, a ranged hero can generate absurd amounts of positive elixir trades over the course of a match.
+Ability TypeBest ScenarioStealth/InvisibilityUse to secure the final hit on a critical buildingMinion GenerationUse defensively to instantly surround and destroy a heavy tank +Mastering Your Main +
Ultimately, the best hero is the one that perfectly complements your natural tendencies and preferred deck type.
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Once you find the leader that clicks with your brain, stick with them and master every single interaction.
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