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..fe73b17 --- /dev/null +++ b/Understanding-Aggro-Management-in-Tower-Rush-Scenarios.md @@ -0,0 +1,15 @@ +
In the chaotic environment of a competitive arena battler, units seem to run wildly toward whatever is closest to them.
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If you cannot reliably predict which target an enemy unit will choose to attack, you are relying entirely on luck.
+Vision and Targeting +
When a unit is deployed or finishes destroying a target, it scans its specific sight range for the closest valid enemy.
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Understanding exactly how many tiles a unit can 'see' allows you to place distractions at the absolute maximum possible distance.
+Use the arena tiles as a visual guide.Resetting aggro saves games.Flying units often have different pathing rules. +Manipulating the Z-Axis and Hitboxes +
Large tanks have massive hitboxes, meaning melee defenders can attack them from slightly further away than smaller troops.
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The physical mass of the tank will actually push the Miner backward, forcing him to lose range on the tower and retarget onto the tank.
+Aggro RuleTactical ApplicationProximity PriorityPlace a cheap skeleton exactly one tile closer to the enemy than your fragile ranged attackerRetargetingIf 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.
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Once you internalize the invisible grid that governs the AI, the game slows down dramatically.
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