Aggression

**Aggression**, also known as **Aggro**, is a battle mechanic in *Toontown Tactics*.

Aggression is a hidden mechanic that determines how likely a given Cog in a Cog Battle will attack a given Toon. Whether a Cog will do so depends on various factors, such as whether that Toon dealt the most damage out of all Toons to that Cog, and whether that Toon is on low Laff.

## Basics

Aggression usually applies if there are two or more Toons in a Cog battle. If there is only one Toon in a Cog battle, all Cogs will usually attack only that Toon. This is unless Toons have specific abilities that force Cogs to target something else, e.g. an Obstacle or another Cog.

If there are two or more Toons in a Cog Battle, Cogs determine whether to attack a specific Toon based on a combination of the following factors:

1. Aggression Pattern
2. Distance from the Toon
3. How much damage the Toon dealt to the Cog in the last round
4. Status effects inflicted by that Toon on the Cog
5. How much Laff the Toon has healed in the last round
6. Toon's current Laff

If Toons have not done any actions e.g. in the first round of battle, Cogs typically attack the closest Toon to them.

### Aggression Pattern

Each Cog type has a specific Aggression Pattern that influences their behaviour in battle. A more aggressive Aggression Pattern means that the Cog will usually rush weaker or more essential Toons playing a support role in battle, and a more defensive Aggression Pattern means that the Cog will rarely charge weaker players, and only attack the nearest player or the one that dealt most damage to it.

There are four Aggression Patterns currently in the game:

1. **Aggressive**: Generally targets the Toon with the lowest Laff nearest to it, followed by the amount of damage that Toon has dealt to that Cog in the past round. Less affected by distance, and will usually charge through other Toons to target weaker Toons.
2. **Balanced**: Generally targets closer Toons that have dealt more damage or status effects to it. May target Toons on low Laff if they are close enough or if they have low enough Laff.
3. **Defensive**: Generally targets only close Toons that have dealt damage to it. Never targets far away Toons.
4. **Tactical**: Generally targets the Toon with the lowest Laff nearest to it, followed by Toons that have healed the most Laff and/or inflicted the most status effects on Cogs. Will also try to target nearby Toons which it can deal the most damage (based on remaining Laff percentage) to.

## Tactics

* Determining a Cog's Aggression Pattern will usually determine how they behave in battle. Toons familiar with the Aggression mechanic can use it to their advantage, e.g. by reducing the chance that a Toon with lower Laff is attacked in the next turn, or to lure certain Cogs into a specific area.
* For certain Special Cogs that deal heavy damage from one side (e.g. Director of Logistics), or can only be damaged from certain angles (e.g. Public Defender), the Aggression mechanic helps players to face them towards their desired direction, e.g. having a healthier player deflect an incoming blow, or to leave the Special Cog vulnerable to attack in the next turn.
* If a Toon has low enough Laff, most Cogs will usually swarm that Toon to finish them off in the next turn. Try to keep them healthy or move them away from Cogs.
* There are general rules for certain Cog types possessing specific Aggression Patterns:
	+ Most Sellbots and Cashbots have an Aggressive Aggression Pattern.
	+ Most Techbots and Bossbots have a Defensive Aggression Pattern.
	+ Some Lawbots have a Tactical Aggression Pattern.
	+ The highest tiered Cogs in each Cog type usually have a Tactical Aggression Pattern.