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..4a52a85 --- /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.
+Vision and Targeting +
Every single unit in the game possesses a hidden 'sight range' value, usually measured in invisible tiles.
+
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.You must use a stun spell (like Zap) to force it to rescan.Flying units often have different pathing rules. +Manipulating the Z-Axis and Hitboxes +
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.
+Unit CategoryAggro BehaviorSiege TargetersCompletely ignore all enemy troops, making them incredibly easy to kite across the entire map with cheap structuresBanditsOften have dash abilities that lock onto targets from far away; must be intercepted before the dash animation begins +Drilling the Mechanics +
Have a clanmate repeatedly send the same tank down the lane while you try to pull it to the center using different tiles.
+
Control the aggro, control the arena.
+ +If you are you looking for more info regarding [tower rush](https://demo.safecircle.family/read-blog/83650_tower-rush-tournaments-what-you-need-to-know.html) check out our internet site. \ No newline at end of file