Add Understanding Elixir Math in Tower Rush
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<br>Beneath the vibrant animations and chaotic battles of every arena game lies a rigid, unyielding economic system.<br>
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<br>To truly master the genre, you must stop looking at units as 'characters' and start viewing them as numerical investments.<br>
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Generation Rates and 'Leaking'
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<br>In standard gameplay, one unit of elixir is generated approximately every 2. If you liked this write-up and you would like to receive much more facts regarding [tower rush](https://video.thebrilliantculture.com/@deecarpentier?page=about) kindly check out our own web-site. 8 seconds; in double elixir overtime, this rate increases to one unit every 1.4 seconds.<br>
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<br>If your opponent plays a card immediately at 10, they are now mathematically ahead of you by one point.<br>
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Protect them fiercely.Playing first reveals your deck, but waiting too long risks leaking.If they just spent 8, you know they have to wait roughly 6 seconds to defend a 2-cost push.
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Calculating Positive Trades
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<br>You did not damage their tower, but you won a massive mathematical victory that will snowball into a tower later in the match.<br>
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<br>Conversely, if you panic and use a Rocket (6 elixir) to kill a Princess (3 elixir), you have suffered a -3 negative trade.<br>
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Trade ScenarioProfit/LossResultUsing The Log (2) to kill a Goblin Barrel (3)3 - 2 = +1A slight positive trade; highly repeatable and safeUsing a Lightning Spell (6) to kill a lone Musketeer (4)4 - 6 = -2A terrible negative trade; only acceptable if the lightning also hits the tower to win the game
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Playing the Math
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<br>You should always know exactly who is 'up' in elixir at any given moment.<br>
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<br>Master the economy, and you master the game.<br>
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