Add Understanding Aggro Management in Tower Rush Scenarios

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<br>In the chaotic environment of a competitive arena battler, units seem to run wildly toward whatever is closest to them.<br>
<br>This article will dissect the mathematics of sightlines, retargeting, and unit hitboxes to help you manipulate the AI flawlessly.<br>
How Units See the Arena
<br>When a unit is deployed or finishes destroying a target, it scans its specific sight range for the closest valid enemy.<br>
<br>Understanding exactly how many tiles a unit can 'see' allows you to place distractions at the absolute maximum possible distance.<br>
Building-targeting units usually have larger sight ranges.Place distractions closer to them.Always account for the unit's movement speed.
Manipulating the Z-Axis and Hitboxes
<br>One of the most complex aspects of aggro management involves understanding the physical size, or 'hitbox', of different units.<br>
<br>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.<br>
Targeting MechanicTactical ApplicationClosest Target LogicPlace a cheap skeleton exactly one tile closer to the enemy than your fragile ranged attackerVision RefreshThe tower will rescan and target the swarm
Mastering the Grid
<br>Have a clanmate repeatedly send the same tank down the lane while you try to pull it to the center using different tiles.<br>
<br>Once you internalize the invisible grid that governs the AI, the game slows down dramatically.<br>
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