diff --git a/Understanding-Elixir-Math-in-Tower-Rush.md b/Understanding-Elixir-Math-in-Tower-Rush.md new file mode 100644 index 0000000..26c2e9a --- /dev/null +++ b/Understanding-Elixir-Math-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
Beneath the vibrant animations and chaotic battles of every arena game lies a rigid, unyielding economic system.
+
To truly master the genre, you must stop looking at units as 'characters' and start viewing them as numerical investments.
+The Ticking Clock +
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.
+Never sit at 10 elixir unless you are waiting for a very specific enemy push to cross the river.Play faster.You are essentially fighting a 10v7 battle. +Calculating Positive Trades +
The entire goal of defensive play is to execute 'positive elixir trades', where you spend less energy to destroy a push than the opponent spent to create it.
+
Conversely, if you panic and use a Rocket (6 elixir) to kill a Princess (3 elixir), you have suffered a -3 negative trade.
+Trade ScenarioProfit/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 +Playing the Math +
You should always know exactly who is 'up' in elixir at any given moment.
+
Master the economy, and you master the game.
+ +In case you loved this information and you would like to receive more details regarding [tower rush](https://www.dekorofisemlak.com/agent/miquelseaborn0/) assure visit our own page. \ No newline at end of file