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..418ebd5 --- /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.
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If you cannot reliably predict which target an enemy unit will choose to attack, you are relying entirely on luck.
+The Concept of Sight Range +
When a unit is deployed or finishes destroying a target, it scans its specific sight range for the closest valid enemy.
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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.
+Memorize specific tile locations.You must use a stun spell (like Zap) to force it to rescan.Flying units often have different pathing rules. +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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For example, if an enemy Miner is locked onto your tower, you can deploy a large tank directly on top of him.
+AI LogicPlayer ActionDistance RuleThe enemy will always hit the skeleton firstRetargetingThe tower will rescan and target the swarm +Drilling the Mechanics +
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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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.
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