diff --git a/Understanding-Aggro-Management-in-Tower-Rush-Scenarios.md b/Understanding-Aggro-Management-in-Tower-Rush-Scenarios.md
new file mode 100644
index 0000000..fb15ede
--- /dev/null
+++ b/Understanding-Aggro-Management-in-Tower-Rush-Scenarios.md
@@ -0,0 +1,15 @@
+
This system of prioritization is known as 'aggro' (aggression), and mastering it is the most critical mechanical skill in the game.
+
If you cannot reliably predict which target an enemy unit will choose to attack, you are relying entirely on luck.
+How Units See the Arena
+
When a unit is deployed or finishes destroying a target, it scans its specific sight range for the closest valid enemy.
+
Understanding exactly how many tiles a unit can 'see' allows you to place distractions at the absolute maximum possible distance.
+Building-targeting units usually have larger sight ranges.Place distractions closer to them.Timing must be faster against fast troops.
+The Geometry of Defense
+
One of the most complex aspects of aggro management involves understanding the physical size, or 'hitbox', of different units.
+
This highly advanced technique, known as 'body blocking', requires absolute precision but can save hundreds of tower hitpoints.
+Targeting MechanicHow to Exploit ItProximity PriorityThe enemy will always hit the skeleton firstAggro Reset on StunIf an Inferno Tower locks onto your tank, stun it with a spell while placing a swarm nearby
+Practice Makes Perfect
+
Have a clanmate repeatedly send the same tank down the lane while you try to pull it to the center using different tiles.
+
Once you internalize the invisible grid that governs the AI, the game slows down dramatically.
+
+If you loved this post and you would certainly such as to obtain even more details regarding [tower rush](https://eruditrealestate.com/author/daved069010143/) kindly see the web-page.
\ No newline at end of file