Add Understanding Elixir Math in Tower Rush
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Understanding-Elixir-Math-in-Tower-Rush.md
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Understanding-Elixir-Math-in-Tower-Rush.md
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<br>The elixir bar is not just a timer; it is the currency that dictates every single interaction on the battlefield.<br>
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<br>Every time you place a card, you are making a financial transaction, betting your current energy against the opponent's available energy.<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 loved this article and you would certainly such as to get more details pertaining to [tower rush](https://shareme.me/read-blog/12102_the-future-of-competitive-tower-rush-tournaments.html) kindly browse through our own web page. 8 seconds; in double elixir overtime, this rate increases to one unit every 1.4 seconds.<br>
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<br>If your bar reaches 10 and you do not play a card for 2.8 seconds, you have permanently lost one unit of energy that you can never recover.<br>
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Keep the bar moving.You must increase your Actions Per Minute (APM) significantly to keep up.You are essentially fighting a 10v7 battle.
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Winning the Economic War
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<br>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.<br>
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<br>If you consistently make negative trades, you will eventually find yourself trying to defend a massive push with absolutely zero elixir in your bar.<br>
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Economic InteractionElixir MathResultUsing 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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Tracking the Numbers
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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>Launch your win condition, support it with a spell, and watch them fail to defend because they simply do not have the currency to buy troops.<br>
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