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..1a767d8
--- /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.
+
Top-tier players use their deep understanding of aggro mechanics to lead enemy armies on wild goose chases around the map.
+The Concept of Sight Range
+
If multiple enemies are within that radius, the AI will almost always lock onto the absolute closest target mathematically.
+
If a massive, slow-moving tank is lumbering toward your tower, you do not need to place your defense directly in front of it.
+They are easier to distract with cannons or teslas.They will ignore targets that are just a few tiles away.A fast unit will cross tiles quickly, altering the math.
+The Geometry of Defense
+
One of the most complex aspects of aggro management involves understanding the physical size, or 'hitbox', of different units.
+
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 attackerAggro Reset on StunThe tower will rescan and target the swarm
+Practice Makes Perfect
+
You must spend hours in friendly battles practicing these specific interactions until they become pure muscle memory.
+
Once you internalize the invisible grid that governs the AI, the game slows down dramatically.
+
+If you have any type of concerns relating to where and ways to make use of [tower rush](https://git.xleed.com/trentpeoples15), you could call us at the web page.
\ No newline at end of file