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In the chaotic environment of a competitive arena battler, units seem to run wildly toward whatever is closest to them.
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This article will dissect the mathematics of sightlines, retargeting, and unit hitboxes to help you manipulate the AI flawlessly.
+The Concept of Sight Range
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When a unit is deployed or finishes destroying a target, it scans its specific sight range for the closest valid enemy.
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If a massive, slow-moving tank is lumbering toward your tower, you do not need to place your defense directly in front of it.
+Building-targeting units usually have larger sight ranges.Melee units have very short sight ranges.A fast unit will cross tiles quickly, altering the math.
+The Geometry of Defense
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One of the most complex aspects of aggro management involves understanding the physical size, or 'hitbox', of different units.
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For example, if an enemy Miner is locked onto your tower, you can deploy a large tank directly on top of him.
+Character ClassTargeting StyleTower HuntersCompletely ignore all enemy troops, making them incredibly easy to kite across the entire map with cheap structuresMelee AssassinsOften have dash abilities that lock onto targets from far away; must be intercepted before the dash animation begins
+Mastering the Grid
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Have a clanmate repeatedly send the same tank down the lane while you try to pull it to the center using different tiles.
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Control the aggro, control the arena.
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