Understanding Aggro Management in Tower Rush Scenarios

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Building-targeting units usually have larger sight ranges. If you beloved this article and also you would like to collect more info about tower rush generously visit our web-page.

In the chaotic environment of a competitive arena battler, units seem to run wildly toward whatever is closest to them.


If you cannot reliably predict which target an enemy unit will choose to attack, you are relying entirely on luck.


How Units See the Arena


If multiple enemies are within that radius, the AI will almost always lock onto the absolute closest target mathematically.


Understanding exactly how many tiles a unit can 'see' allows you to place distractions at the absolute maximum possible distance.


  • Building-targeting units usually have larger sight ranges.
  • They will ignore targets that are just a few tiles away.
  • A fast unit will cross tiles quickly, altering the math.

Manipulating the Z-Axis and Hitboxes


Large tanks have massive hitboxes, meaning melee defenders can attack them from slightly further away than smaller troops.


This highly advanced technique, known as 'body blocking', requires absolute precision but can save hundreds of tower hitpoints.


Character ClassTargeting Style
Siege TargetersCompletely ignore all enemy troops, making them incredibly easy to kite across the entire map with cheap structures
Melee AssassinsOften have dash abilities that lock onto targets from far away; must be intercepted before the dash animation begins

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.


Control the aggro, control the arena.



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