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Understanding Aggro Management in Tower Rush Scenarios
Charli Lohman edited this page 2026-07-19 05:56:47 +02:00


However, beneath the surface of this apparent chaos lies a rigid, highly predictable set of rules governing Artificial Intelligence.

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.
They are easier to distract with cannons or teslas.Place distractions closer to them.A fast unit will cross tiles quickly, altering the math. The Geometry of Defense
One of the most complex aspects of aggro management involves understanding the physical size, or 'hitbox', of different units.

For example, if an enemy Miner is locked onto your tower, you can deploy a large tank directly on top of him.
Unit CategoryAI PatternTower HuntersCompletely ignore all enemy troops, making them incredibly easy to kite across the entire map with cheap structuresFast AttackersOften 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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