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Beneath the vibrant animations and chaotic battles of every arena game lies a rigid, unyielding economic system.
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Every time you place a card, you are making a financial transaction, betting your current energy against the opponent's available energy.
+The Ticking Clock
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In standard gameplay, one unit of elixir is generated approximately every 2.8 seconds; in double elixir overtime, this rate increases to one unit every 1. When you loved this article and you would like to receive more info regarding [tower rush](https://gitea.dabit.synology.me/dorristonkin2) i implore you to visit our web site. 4 seconds.
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If your opponent plays a card immediately at 10, they are now mathematically ahead of you by one point.
+Keep the bar moving.You must increase your Actions Per Minute (APM) significantly to keep up.If the opponent leaks 3 elixir at the start of the match, launch an aggressive push instantly.
+Winning the Economic War
+
If the opponent drops a Minion Horde (5 elixir) and you destroy it instantly with Arrows (3 elixir), you have gained a pure profit of +2.
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Conversely, if you panic and use a Rocket (6 elixir) to kill a Princess (3 elixir), you have suffered a -3 negative trade.
+The ExchangeThe CalculationResultUsing 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
+Playing the Math
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You should always know exactly who is 'up' in elixir at any given moment.
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Master the economy, and you master the game.
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