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..40d901b --- /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.
+The Frontline Behemoths +
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.
+Use dash abilities to connect to the tower instantly.Overwhelm with sheer numbers.Always know what counter your opponent is holding. +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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When kept alive, a ranged hero can generate absurd amounts of positive elixir trades over the course of a match.
+PowerBest ScenarioStealth/InvisibilityActivate to survive a direct spell impactMinion GenerationActivate when the enemy has exhausted their splash damage spells +Mastering Your Main +
Do not just blindly pick whichever commander is currently dominating the competitive meta.
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Spend time practicing with each class in unranked modes to understand their specific timing and ability quirks.
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