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

If you cannot reliably predict which target an enemy unit will choose to attack, you are relying entirely on luck.
How Units See the Arena
If multiple enemies are within that radius, the AI will almost always lock onto the absolute closest target mathematically.
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.
- Melee units have very short sight ranges.
- Always account for the unit's movement speed.
The Geometry of Defense
You can use the physical bulk of your own units to literally push enemy troops out of their preferred path.
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.
| Aggro Rule | Player Action |
|---|---|
| Proximity Priority | The enemy will always hit the skeleton first |
| Aggro Reset on Stun | If an Inferno Tower locks onto your tank, stun it with a spell while placing a swarm nearby |
Practice Makes Perfect
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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