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>This article delves into the precise mathematics of elixir generation, leaking, and tracking, transforming you into a master of the arena's economy.<br>
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The Ticking Clock
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<br>The only way one player can mathematically gain an advantage is if the other player 'leaks' elixir by sitting at the maximum cap of 10.<br>
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<br>If your bar reaches 10 and you do not play a card for 2. When you liked this article as well as you desire to acquire more details concerning [tower rush](https://indianmakaan.com/author/psxtheresa9687/) i implore you to visit our own internet site. 8 seconds, you have permanently lost one unit of energy that you can never recover.<br>
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Never sit at 10 elixir unless you are waiting for a very specific enemy push to cross the river.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>The game is won by the player who accumulates the highest total 'profit' over the three-minute duration.<br>
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The ExchangeProfit/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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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>Master the economy, and you master the game.<br>
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