commit 773414b431915c198d1821ff2908bc30c125f44d Author: harrisonloader Date: Tue Jul 14 18:09:40 2026 +0200 Add Understanding Aggro Management in Tower Rush Scenarios 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..7b02201 --- /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.
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If you cannot reliably predict which target an enemy unit will choose to attack, you are relying entirely on luck.
+Vision and Targeting +
Every single unit in the game possesses a hidden 'sight range' value, usually measured in invisible tiles.
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If a massive, slow-moving tank is lumbering toward your tower, you do not need to place your defense directly in front of it.
+Building-targeting units usually have larger sight ranges.Place distractions closer to them.Timing must be faster against fast troops. +The Geometry of Defense +
You can use the physical bulk of your own units to literally push enemy troops out of their preferred path.
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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.
+AI LogicPlayer ActionDistance RuleThe enemy will always hit the skeleton firstAggro Reset on StunThe tower will rescan and target the swarm +Practice Makes Perfect +
Have a clanmate repeatedly send the same tank down the lane while you try to pull it to the center using different tiles.
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Control the aggro, control the arena.
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