In the chaotic environment of a competitive arena battler, units seem to run wildly toward whatever is closest to them.
Top-tier players use their deep understanding of aggro mechanics to lead enemy armies on wild goose chases around the map.
How Units See the Arena
Every single unit in the game possesses a hidden ‘sight range’ value, usually measured in invisible tiles.
Understanding exactly how many tiles a unit can ‘see’ allows you to place distractions at the absolute maximum possible distance.
- Building-targeting units usually have larger sight ranges.
- They will ignore targets that are just a few tiles away.
- A fast unit will cross tiles quickly, altering the math.
Manipulating the Z-Axis and Hitboxes
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 Category | AI Pattern |
|---|---|
| Tower Hunters | Completely ignore all enemy troops, making them incredibly easy to kite across the entire map with cheap structures |
| Fast Attackers | Often have dash abilities that lock onto targets from far away; must be intercepted before the dash animation begins |
Mastering the Grid
You must spend hours in friendly battles practicing these specific interactions until they become pure muscle memory.
Control the aggro, control the arena.
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