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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> |
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<br>This article will dissect the mathematics of sightlines, retargeting, and unit hitboxes to help you manipulate the AI flawlessly.<br> |
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The Concept of Sight Range |
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<br>When a unit is deployed or finishes destroying a target, it scans its specific sight range for the closest valid enemy.<br> |
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<br>Understanding exactly how many tiles a unit can 'see' allows you to place distractions at the absolute maximum possible distance.<br> |
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Use the arena tiles as a visual guide.Resetting aggro saves games.Flying units often have different pathing rules. |
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Advanced Aggro Tricks |
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<br>You can use the physical bulk of your own units to literally push enemy troops out of their preferred path.<br> |
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<br>For example, if an enemy Miner is locked onto your tower, you can deploy a large tank directly on top of him.<br> |
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Character ClassAggro BehaviorSiege TargetersCompletely 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 |
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Mastering the Grid |
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<br>Reading about aggro ranges is completely different from actually executing pixel-perfect placements in the heat of a live match.<br> |
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<br>Once you internalize the invisible grid that governs the AI, the game slows down dramatically.<br> |
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If you have any inquiries regarding where and the best ways to use [tower rush](https://amun.click/read-blog/4459_the-pros-and-cons-of-playing-2v2-3v3-in-tower-rush.html), you can call us at our website. |