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..359a196 --- /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.
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This article will dissect the mathematics of sightlines, retargeting, and unit hitboxes to help you manipulate the AI flawlessly.
+How Units See the Arena +
Every single unit in the game possesses a hidden 'sight range' value, usually measured in invisible tiles.
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Understanding exactly how many tiles a unit can 'see' allows you to place distractions at the absolute maximum possible distance.
+They are easier to distract with cannons or teslas.They will ignore targets that are just a few tiles away.Always account for the unit's movement speed. +Advanced Aggro Tricks +
Large tanks have massive hitboxes, meaning melee defenders can attack them from slightly further away than smaller troops.
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For example, if an enemy Miner is locked onto your tower, you can deploy a large tank directly on top of him.
+Aggro RuleHow to Exploit ItClosest Target LogicPlace a cheap skeleton exactly one tile closer to the enemy than your fragile ranged attackerAggro Reset on StunIf an Inferno Tower locks onto your tank, stun it with a spell while placing a swarm nearby +Mastering the Grid +
You must spend hours in friendly battles practicing these specific interactions until they become pure muscle memory.
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Control the aggro, control the arena.
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