Add Understanding Elixir Math in Tower Rush
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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>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>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 opponent plays a card immediately at 10, they are now mathematically ahead of you by one point.<br>
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Elixir collectors break the standard generation math.The 'first play' dilemma is real.Tracking generation is just as important as tracking spending.
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Calculating Positive Trades
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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>To become a Grandmaster, you must develop a secondary mental process that constantly runs the math in the background of your mind.<br>
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<br>The math is cold, unforgiving, and absolute.<br>
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For more information regarding [tower rush](https://gitlab.rail-holding.lt/tarabadgett650) have a look at the webpage.
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