diff --git a/Understanding-Elixir-Math-in-Tower-Rush.md b/Understanding-Elixir-Math-in-Tower-Rush.md
new file mode 100644
index 0000000..0535375
--- /dev/null
+++ b/Understanding-Elixir-Math-in-Tower-Rush.md
@@ -0,0 +1,15 @@
+
The elixir bar is not just a timer; it is the currency that dictates every single interaction on the battlefield.
+
To truly master the genre, you must stop looking at units as 'characters' and start viewing them as numerical investments.
+Generation Rates and 'Leaking'
+
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.
+
If your opponent plays a card immediately at 10, they are now mathematically ahead of you by one point.
+Elixir collectors break the standard generation math.The 'first play' dilemma is real.Tracking generation is just as important as tracking spending.
+Calculating Positive Trades
+
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.
+
The game is won by the player who accumulates the highest total 'profit' over the three-minute duration.
+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
+Tracking the Numbers
+
To become a Grandmaster, you must develop a secondary mental process that constantly runs the math in the background of your mind.
+
The math is cold, unforgiving, and absolute.
+
+For more information regarding [tower rush](https://gitlab.rail-holding.lt/tarabadgett650) have a look at the webpage.
\ No newline at end of file