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..dde4dd5
--- /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.
+
This article will dissect the mathematics of sightlines, retargeting, and unit hitboxes to help you manipulate the AI flawlessly.
+Vision and Targeting
+
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.
+Count the squares to ensure perfect placement.You must use a stun spell (like Zap) to force it to rescan.They ignore the river and take direct diagonal lines.
+The Geometry of Defense
+
You can use the physical bulk of your own units to literally push enemy troops out of their preferred path.
+
This highly advanced technique, known as 'body blocking', requires absolute precision but can save hundreds of tower hitpoints.
+Aggro RuleTactical ApplicationDistance RuleThe enemy will always hit the skeleton firstRetargetingThe tower will rescan and target the swarm
+Mastering the Grid
+
Have a clanmate repeatedly send the same tank down the lane while you try to pull it to the center using different tiles.
+
You will no longer panic when a massive push approaches; you will simply calculate the optimal placement and watch the AI dance to your tune.
+
+If you have any kind of questions pertaining to where and the best ways to utilize [tower rush](https://certihaus.com/author/larrymcneal79/), you could contact us at the web-page.
\ No newline at end of file