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Understanding Aggro Management in Tower Rush Scenarios
In the chaotic environment of a competitive arena battler, units seem to run wildly toward whatever is closest to them.
This article will dissect the mathematics of sightlines, retargeting, and unit hitboxes to help you manipulate the AI flawlessly.
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.
- They will ignore targets that are just a few tiles away.
- Timing must be faster against fast troops.
Manipulating the Z-Axis and Hitboxes
Large tanks have massive hitboxes, meaning melee defenders can attack them from slightly further away than smaller troops.
For example, if an enemy Miner is locked onto your tower, you can deploy a large tank directly on top of him.
| Targeting Mechanic | Tactical Application |
|---|---|
| Distance Rule | The enemy will always hit the skeleton first |
| Retargeting | The 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.
Control the aggro, control the arena.
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