
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.
Their active abilities usually involve a self-heal, a massive temporary shield, or a devastating close-range area attack.
You must carefully manage your resources, sacrificing early tower health to guarantee your hero reaches the enemy base.
Their active abilities provide incredible utility, such as turning invisible, summoning decoy structures, or firing piercing piercing shots.
The key to mastering ranged heroes is impeccable placement; if they get caught in melee range, they die instantly.
| Hero Archetype | Ideal Deck Type |
|---|---|
| Stealth Sniper | Cycle decks and control setups |
| Healer | Heavy beatdown archetypes |
A comfortable player using an off-meta hero will always defeat a confused player using the 'best' character.
Lead your troops with confidence, and victory will follow.
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