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Understanding Aggro Management in Tower Rush Scenarios
Darby Hyatt edited this page 2026-07-09 20:57:29 -05:00


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

This article will dissect the mathematics of sightlines, retargeting, and unit hitboxes to help you manipulate the AI flawlessly.
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.

Understanding exactly how many tiles a unit can 'see' allows you to place distractions at the absolute maximum possible distance.
Use the arena tiles as a visual guide.Resetting aggro saves games.Flying units often have different pathing rules. The Geometry of Defense
Large tanks have massive hitboxes, meaning melee defenders can attack them from slightly further away than smaller troops.

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.
Unit CategoryAggro BehaviorSiege TargetersCompletely ignore all enemy troops, making them incredibly easy to kite across the entire map with cheap structuresMelee 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.

Once you internalize the invisible grid that governs the AI, the game slows down dramatically.

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