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Understanding Aggro Management in Tower Rush Scenarios
Elke Medlock edited this page 2026-07-13 20:42:03 +02:00


This system of prioritization is known as 'aggro' (aggression), and mastering it is the most critical mechanical skill in the game.

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.

If a massive, slow-moving tank is lumbering toward your tower, you do not need to place your defense directly in front of it.
Use this to pull them to the center.Melee units have very short sight ranges.Timing must be faster against fast troops. 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 CategoryTargeting StyleTower HuntersCompletely ignore all enemy troops, making them incredibly easy to kite across the entire map with cheap structuresBanditsOften have dash abilities that lock onto targets from far away; must be intercepted before the dash animation begins Drilling the Mechanics
Reading about aggro ranges is completely different from actually executing pixel-perfect placements in the heat of a live match.

Control the aggro, control the arena.

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