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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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Some commanders excel at bolstering massive swarms, while others act as unkillable, singular forces of nature.
+Heavy Melee Commanders
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The most popular class for beginners is the heavy melee bruiser, designed to absorb insane amounts of punishment.
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You must carefully manage your resources, sacrificing early tower health to guarantee your hero reaches the enemy base.
+Tanks are useless against flying swarms.Wait until they are surrounded to use the AoE attack.They make fantastic emergency defenders.
+The Backline Tacticians
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These commanders usually sit safely behind your towers, picking off enemy troops from a massive distance.
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You must constantly protect them with cheap cycle cards or defensive buildings like cannons and teslas.
+Ability TypeHow to Use ItStealth/InvisibilityUse to secure the final hit on a critical buildingSpawningCreate an instant counter-push
+Finding Your Playstyle
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A comfortable player using an off-meta hero will always defeat a confused player using the 'best' character.
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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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+Here is more on [tower rush](https://git.devinmajor.com/miqueldarcy44/tower-rush1998/wiki/The-Importance-of-Scouting-in-Tower-Rush) have a look at our own web page.
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