Add 'Understanding Aggro Management in Tower Rush Scenarios'
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<br>This system of prioritization is known as 'aggro' (aggression), and mastering it is the most critical mechanical skill in the game.<br>
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<br>If you cannot reliably predict which target an enemy unit will choose to attack, you are relying entirely on luck.<br>
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The Concept of Sight Range
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<br>When a unit is deployed or finishes destroying a target, it scans its specific sight range for the closest valid enemy.<br>
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<br>Understanding exactly how many tiles a unit can 'see' allows you to place distractions at the absolute maximum possible distance.<br>
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They are easier to distract with cannons or teslas.Melee units have very short sight ranges.Always account for the unit's movement speed.
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Manipulating the Z-Axis and Hitboxes
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<br>Large tanks have massive hitboxes, meaning melee defenders can attack them from slightly further away than smaller troops.<br>
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<br>For example, if an enemy Miner is locked onto your tower, you can deploy a large tank directly on top of him.<br>
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Aggro RulePlayer ActionProximity PriorityThe enemy will always hit the skeleton firstRetargetingThe tower will rescan and target the swarm
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Mastering the Grid
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<br>Reading about aggro ranges is completely different from actually executing pixel-perfect placements in the heat of a live match.<br>
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<br>Once you internalize the invisible grid that governs the AI, the game slows down dramatically.<br>
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