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..482fa26 --- /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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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.
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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.Melee units have very short sight ranges.Always account for the unit's movement speed. +Advanced Aggro Tricks +
Large tanks have massive hitboxes, meaning melee defenders can attack them from slightly further away than smaller troops.
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This highly advanced technique, known as 'body blocking', requires absolute precision but can save hundreds of tower hitpoints.
+Unit CategoryTargeting StyleBuilding ChasersCompletely 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 +
Reading about aggro ranges is completely different from actually executing pixel-perfect placements in the heat of a live match.
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Once you internalize the invisible grid that governs the AI, the game slows down dramatically.
+ +Here's more information in regards to [tower rush](https://dev.al2k4.uk/rozellacedillo/tower-rush2005/wiki/Understanding+the+Rock-Paper-Scissors+Mechanic+in+Tower+Rush) visit our own website. \ No newline at end of file