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..ec754a0
--- /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.
+
Some commanders excel at bolstering massive swarms, while others act as unkillable, singular forces of nature.
+The Bruiser/Tank Class
+
Their active abilities usually involve a self-heal, a massive temporary shield, or a devastating close-range area attack.
+
Once a fully supported bruiser connects with the enemy tower, the game is usually over in a matter of seconds.
+The 'Golden Knight' archetype excels at dashing through swarms.The 'Skeleton King' archetype relies on summoning backup.Never send the hero in blind.
+Utility and Sniper Heroes
+
These commanders usually sit safely behind your towers, picking off enemy troops from a massive distance.
+
The key to mastering ranged heroes is impeccable placement; if they get caught in melee range, they die instantly.
+Ability TypeHow to Use ItStealth/InvisibilityActivate to survive a direct spell impactSpawningActivate when the enemy has exhausted their splash damage spells
+Mastering Your Main
+
A comfortable player using an off-meta hero will always defeat a confused player using the 'best' character.
+
Once you find the leader that clicks with your brain, stick with them and master every single interaction.
+
+If you want to check out more information in regards to [tower rush](https://kcrest.com/@jeromeberryman) take a look at our web site.
\ No newline at end of file