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..beb0d81 --- /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.
+The Concept of Sight Range +
Every single unit in the game possesses a hidden 'sight range' value, usually measured in invisible tiles.
+
If a massive, slow-moving tank is lumbering toward your tower, you do not need to place your defense directly in front of it.
+Count the squares to ensure perfect placement.If a unit is already locked onto a tower, it will ignore closer targets.Adjust your placements for air threats. +The Geometry of Defense +
Large tanks have massive hitboxes, meaning melee defenders can attack them from slightly further away than smaller troops.
+
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.
+Targeting MechanicTactical ApplicationDistance RuleThe enemy will always hit the skeleton firstVision RefreshThe tower will rescan and target the swarm +Practice Makes Perfect +
Reading about aggro ranges is completely different from actually executing pixel-perfect placements in the heat of a live match.
+
Control the aggro, control the arena.
+ +Here is more information in regards to [tower rush](https://welbrownpropertyltd.co.uk/author/keishacamarena/) stop by our web-site. \ No newline at end of file