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Aggro: Misc


Dofus Wiki

Up to date as of January 31, 2010

From Dofus

Aggroes, or aggressive monsters, are monsters that will initiate combat with you if you walk or run too close to them. In other words, they will aggress you. Aggro monsters have an Aggro range

Avoiding Aggressive Monsters

Often you can avoid aggressive monsters by simply going around them, either in the same map or exiting the map and taking other maps. If you try to walk around them in the same map, you need to stay out of their Aggro range. This range is at least one square, and can be higher with higher-level monsters.

An aggressive monster will not attack you if you do not move, no matter how close you are. So when you arrive on a map and find yourself surrounded by aggressive monsters, you can stay still and wait for the mob to move away, then walk around them. Or if the exit point is visible you can usually step on it without being aggressed (this works best if you are a single square away from the exit point, i.e., if you've just arrived on the map). Or if you are impatient, you can use a Recall Potion.

A very useful way of avoiding aggro monsters is to turn the whole group into one character, by turning off Options > "General" tab > Map > Display all monsters in the group. It is also wise to turn on "Display the Grid" and "Display characters in transparent mode." The grid will allow you to see exactly how many squares away you are, and transparent mode will allow you to see any mobs hiding behind buildings or other obstructions. You may also wish to travel with your spouse, using the "Join" command. This allows you to jump to your spouse's position any time you are surrounded by an aggressive mob, rather than waiting for the mob to move away from you.

If you are an aligned character, guards of the opposite alignment should be treated as aggressive monsters with a aggro range of math no matter if your wings are up or down.

Here is a list of aggressive monsters.


Its not just walking that triggers, but also actions such as cutting a tree, for instance if an aggressive mob walks towards you and you end up being in their aggro range, and you are standing in front of a cuttable tree, cutting the tree will cause you to get aggroed.

It should also be noted that their aggro range is checked against the square you move TO and not the square you move from. So, for example, say you are 1 square away from a monster with an aggro range of 1. Moving away from this monster will NOT initiate combat. This piece of knowledge is especially useful when you factor in that you can move straight Up/Down/Left/Right, resulting in you moving a total of 2 squares away from the aggro group instead of just 1.

See also: Wikipedia:Aggro.

This article uses material from the "Aggro" article on the Dofus Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 01, 2010

From EQ2i, the EverQuest II wiki

Abbreviation for Agression, also known as Hate. Hate is the method used by the EQ2 monster AI to determine who the monster will try to kill. The monster keeps a table of hate points and attacks players in that order. Damage, Healing, Buffs and Debuffs all increase Hate. Some spells and combat arts have special effects that lower Hate.

This article uses material from the "Aggro" article on the EQ2 wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Final Fantasy

Up to date as of February 01, 2010

From Final Fantasy Wiki

Aggro is a term used in MMORPGs and other online games to refer to monsters which attack player characters without any type of provocation. Monsters which do not attack this way are usually called "Docile." Docile creatures will only attack the player after an offensive action has been preformed against them.

Aggro can refer to the action of a monster attacking a player or it can refer to the monster itself.

Synonyms for aggro include "Aggressive" and "Enmity," although the latter is also used in many other cases and the terms are not always interchangeable.


Final Fantasy XI

In Final Fantasy XI the term is often used by players, especially when attempting to sneak by powerful mobs undetected, or during partying in which unwanted aggro could be dangerous to the party's success as a whole.

Final Fantasy XII

In Final Fantasy XII, unlike many other Final Fantasy titles, the battle system occurs in real time, rather than the traditional turn based system. In addition, monsters are seen on the overworld map prior to engaging them in battle. Because of this, "aggro" can refer to aggressive monsters in this game as well, despite the fact that "aggro" is usually only seen in MMORPGs.

This article uses material from the "Aggro" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Guild Wars

Up to date as of February 01, 2010

From GuildWiki

Aggro is a slang term meaning "to cause hostile NPC mobs to attack by attacking or getting too close to them." Short for "aggravate". The compass displays a white translucent circle, the Danger Zone (also called "aggro bubble" or "aggro circle"), that surrounds your character. Generally, any enemy (indicated by red dots) that enters your Danger Zone immediately becomes aware of your presence and is aggravated, causing it to attack you/cast spells on you as its AI dictates. Exceptions to this behavior are very low level enemies in starter areas such as Pre-Searing, Istan and Shing Jea Island.

Careful understanding and awareness of your Danger Zone is very important, especially if your teammates are low on health/energy or already attacking another group of enemies.

Attacking (even from a range further than the aggro circle) and casting spells on foes will aggro that creature and the entire party that creature is a member of.


Breaking Aggro

An enemy breaks aggro if it no longer targets you and shifts to another target or moves away. There are several ways to break the aggro of computer controlled foes:

  • The most basic one is moving after acquiring aggro: A tank who is holding off enemy attacks will compromise his job if he decides to move, because enemies will assume he is fleeing and evaluate other targets. Most of the time, they will not go back to attacking him because tanks make the least desired targets for computer AI. The same applies to shadow stepping.
  • Body blocking (i.e. placing another character - preferably a tank - directly between a monster and its current target) will usually cause monsters to switch aggro to the blocker. This only works with melee attacking foes. It is especially useful for removing monsters from weaker party members (monks and other spell casters) onto tanks or transfering monsters from one tank to another.
  • Using AoE skills: Skills that rain down damage on foes (like Fire Storm, Maelstrom and Chaos Storm) will cause the computer controlled foes to flee after the first few hits of these storms. In addition, any skills with splinter damage (damage to foe and foes adjacent/nearby/in the area) skills will cause the same effect if they are used in succession.
  • Moving outside a mob's area: Computer controlled groups do not follow forever, instead they will follow only to a preset diameter outside of the area they are supposed to be in. For stationary groups, this is roughly the radar area around them, for moving patrols, it is larger. Once a player steps outside that range (even by one step) the foes will immediately turn back.
  • Running Away: If a player uses a skill that enhances movement speed to move away from foes, they will immediately try to find another target. They will not follow that player all the way to the edge of their range, even if there are no other targets to choose from. Note that some monsters have movement speed enhancing skills, too. Players have to increase their speed more than those creatures, in order to break aggro.

Other Aggro Issues

There are additional issues that affect holding and breaking aggro:

  • Casting on an ally inside the enemy's aggro: If player A is inside the aggro of an enemy, and player B is outside that enemy's aggro, and then player B casts something on player A (a healing skill perhaps), then the enemy will become aware of player B (even though it has not seen him). Should player A do anything to cause the enemy to re-evaluate its targets (such as moving), that enemy will still be aware of player B and most likely go for him/her if they are a softer target than A in the enemy's AI. A common mistake is for monks to cast some enchantment on the tank after he has stepped into enemy aggro. Players are confused as the enemy seems perfectly aware of their presence even though they never stepped into that enemy's aggro circle.
  • Running past foes to get to other foes: A common practice by tanks is to rush past enemy tanks to get to enemy soft targets. Such a move however guarantees that the enemy tanks will also run past the tank. The computer AI for this is such that if it sees the player running past it, it will run past him/her for a few steps to see if there are others coming behind, then turn back and go for him if not. A common mistake is for casters to follow tanks too closely and get caught by surprise when they see the enemy running past the tank and going for them even though they thought they were outside the tank's aggro circle.
  • Group Aggro: If an enemy belongs to a group (seen patrolling together), then when that enemy is aggroed the entire group will be aggroed.
  • Aggro by proximity: If the party aggroes a group such that there is a member of another group that is too close to them, that other group will also become aggroed. The range of this happening is roughly (by estimate, not actual measurement) half the radius of the aggro circle.
  • Sometimes when a party is trying to break off aggro, monsters will follow persistently for longer than usual. In addition, they will be stuck on a player or more in the party in which case whenever this player tries to go near to where those monsters were, they will start heading for him/her the moment they step into radar range (not aggro range). This usually happens with players who have attacked the creatures left in that group as opposed to those who have not. Two possible fixes are to either have the player killed so they are unstuck or to try and go even further than the radar range.
  • Often spell casters, especially the Avicara Guile, will become "spell locked" and won't hesitate to chase a target to oblivion, even if the target is under constant speed boosts. The best solution is to let the spell caster get into your danger bubble so that the caster will cast his spell, then return to his group. However, keep in mind that as soon as the spell caster steps into your aggro bubble, his remaining group will acknowledge an enemy in their aggro bubble and chase you if you are close enough to them.

Keeping Aggro

When mob farming, players generally want to hold the aggro so their AoE skills can have maximum efficiency. After the Nightfall update, monsters will run when their health is around 50% to heal. The following may be used to keep the mobs from breaking aggro:

  • Attacking a monster with a weapon will bring it back, however this has limited use, as ranged weapons i.e. Wands and Bows, can only attack one monster at a time and may be slow.
  • After the monsters break aggro, walk backwards and they will follow, this brings all of them back, but you will be moved away from any Point Blank Area of Effect spells you cast.
  • Snares are another option to make sure your AoE skills deal their maximum damage.
    • Snares may include Cripple, Frozen Burst and Grasping Earth among others.
    • Although Snares do not prevent the mob from running, it helps to slow them down, in the time it takes for them to run, you can attack them individually to bring them back.

Related Pages

Guide to Aggro

Facts about AggroRDF feed

This article uses material from the "Aggro" article on the Guild Wars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 07, 2010
(Redirected to Aggressiveness article)

From the RuneScape Wiki, the wiki for all things RuneScape

"Aggressive" redirects here. For the attack style, see this article.
A player is attacked by two aggressive ogresses.
Flesh crawlers, as many other monsters in Stronghold of Security, are aggressive monsters.

Aggressiveness refers to the behaviours of various monsters in RuneScape when in close promixity to players. Aggressive monsters will attack players; some are aggressive based on players' combat levels and others are aggressive regardless of level. Aggressive monsters can be particularly dangerous in a multi-combat area with multiple monsters. Non-aggressive, or passive, monsters will not attack players unless they are attacked first.

Some monsters, such as Chompies & Jubblies, will not attack a player even if engaged in combat.

When aggressiveness is based on combat level, an aggressive monster will attack a player whose combat level less than or equal to twice the monster's level. If the player's level is more than twice the monster's level, it won't attack.

For example, a level 51 player enters an area with a level 28 Hobgoblin. Since the player's level is less than twice the monster's level (28 × 2 = 56, which is more than 51), the hobgoblin will attack the player. Conversely, if a level 105 player enters an area with a level 28 hobgoblin, the monster will not attack because the player's level is more than twice the monster's. In this case, the hobgoblin will ignore the player (unless, of course, the player decides to attack the monster). The player would need to be level 57 or higher to avoid being attacked by the hobgoblin.

Different monsters seem to have different levels of aggression; some, such as Jungle horrors, will seek you out from many spaces away, whereas others, such as Mountain trolls, are aggressive on a smaller radius.


  • After a player spends a certain amount of time (about 10–20 minutes) in the vicinity of aggressive monsters, the monsters will become tolerant of the player and become passive. If the player leaves the area and then returns, the monsters there are aggressive again. This includes Random events that teleport players from the area and then return them. Note that logging out is not classed as leaving the area, so if a player logs out and logs back in again the monsters will still be tolerant.
  • Some monsters that become tolerant may become aggressive again, after a period of time, even if the player constantly stays in the vicinity. For example, Flesh crawlers in the Stronghold of Security and Kurasks in the Fremennik Slayer Dungeon are this way. Other monsters do not spontaneously become aggressive again no matter how long the player remains in the vicinity.
  • Most monsters in the Wilderness are aggressive no matter what your level. A few, such as Rogues, are not aggressive.
  • Revenants are always aggressive, so long as they are within your level range (Combat level ± Wilderness level), otherwise, they ignore you. They are also aggressive from a very long range, seeking you out from even outside your screen width.
  • Some monsters in the Stronghold of Security are aggressive to any player. These include Flesh Crawlers, level 50 Giant Spiders, and level 37 and 59 scorpions.
  • Aggressive monsters with a combat level of at least 69 are also aggressive to any player, as 138 is double this, and it is impossible for player to have a combat level higher than 138.
  • Most Slayer creatures are non-aggressive, despite the player's combat level. This does not apply to all however, as Kurasks, Gargoyles, Warped terrorbirds, and Aberrant Spectres (in the Slayer Tower) are aggressive.
  • Desert Bandits south of Bebadin Camp will always be aggressive to players wearing Saradomin and Zamorak items.
  • Desert Bandits (to players not wearing Saradomin or Zamorak items) and Al Kharid Warriors are both non-aggressive until a player attacks one. All of the other warriors or bandits in the vicinity will then attack that player because both areas are multi-combat.

See also

This article uses material from the "Aggressiveness" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

SWG Wiki

Up to date as of February 04, 2010
(Redirected to A article)

From SWG Wiki

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An armor attachment is one type of skill enhancing attachment.

Acklay Sliced

Reference to an item that has been altered by a smuggler using the tissues of an Acklay. Since the NGE, Smugglers no longer have the ability to modify items, which makes Acklay Sliced items more valuable.


Anti Decay Kit. With the NGE, this item has been replaced by the Profession Restart Kit


Away from Keyboard

AFK Spam

The macroed messages (usually advertisments) that players who are AFK send out. Heavy AFK spam occurs in heavily populated places like Mos Eisley, Coronet, and Theed. See also spam.


Abbreviation of aggressive or aggravate.

  • Aggressive: MOB's that usually attack players that come within distance, often without the player intiating battle. For example, Krayt Dragons are aggro and will attack players whom get too close to them.
  • Aggravate: Making a MOB want to attack players. For example, you can aggro a Bol (which are timid) by attacking their lair.


Acronym for "Anchorhead". A Rebel city in the south of Tatooine.


Official Star Wars Galaxies server.


Alternate Character - A character that someone plays but is not their main, indicating that they do not spend the most time with this character.


Refers to the movie, Star Wars Episode IV: A New Hope.


Area of Effect--a special or ability that affects all targets within a certain range.


Refers to the movie, Star Wars Episode II: Attack of the Clones.


Unique Quest Reward Ship Chassis ARC-170


Items worn by player characters and NPC's that reduce the amount of damage taken when attacked.


Normally refers to the R-series droids. Used for storing and using Alliance Pilot abilities in space. See Astromech for further information.


  • At the Moment
  • Automated Teller Machine, referring to the in-game Banks.


The Village of Aurilia. The location on Dathomir where players do force sensitive quests on their path to attain Jedi Initiate. Also referred to as the Village.


This article uses material from the "A" article on the SWG Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 05, 2010

From Yu-Gi-Oh!

Complete Deck Lists by Type
A-C • D-F • G-J • K-O • P-S • T-V • W-Z

The term Aggro Deck has come to mean any Deck that has been constructed with fast-paced, aggressive tactics. Usually, an Aggro deck is a modified Beatdown Deck fitted with elements from other decks such as a Control Deck in order to better control the duel and continue to damage the opponent during the instances where their monster attacks are temporarily blocked.

Some aggro cards are "Cyber Dragon", "Hydrogeddon", "Morphtronic Radion", "Botanical Lion", and "Banisher of the Light" because they can overwhelm many other monsters with their effects.

If you want to destroy the structure of well-structured and successful decks which only can be successful by summoning with special summons, play "Royal Oppression" to negate those summons and destroy these monsters by only paying 800 Life Points! As your opponent can use this effect too, you should only Normal Summon or Flip Summon. Try to destroy other structures of your opponent by playing monsters that remove from play cards from the graveyard and save these monsters by playing "Shrink", "Waboku" and "Prime Material Dragon".

An Aggro deck, which is much weaker but possible to play, is one based on "The A. Forces", some Warrior-type monsters with swarming effects, "Burden of the Mighty" and "Hamon, Lord of Striking Thunder". Use the Warrior-swarming effect with "The A. Forces" to multiply your attack easily and "Burden of the Mighty" to weaken your opponent. With "The A. Forces" you can summon "Marauding Captain" and, with its effect, summon "Command Knight", to have 2 monsters with 2000 ATK. This deck's main weakness is cards that destroy Spells and Traps. "Judgment of Anubis" may help you get rid of these cards. "Hamon, Lord of Striking Thunder" is used only for preventing of a reversal when your Spells are destroyed.

Deck Archetypes

AggroBeatdownBurnInstant WinMillStall
First Turn KillOne Turn Kill

Facts about AggroRDF feed

This article uses material from the "Aggro" article on the Yugioh wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

City of Heroes

Up to date as of January 31, 2010

From City of Heroes Wiki



  1. n. Aggression. Example: "Let me attack first and take the aggro."
  2. v. To cause foes to become aggressive; to deliberately or accidentally alert enemies to one's presence such that they begin attacking.

This article uses material from the "Aggro" article on the City of Heroes wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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