Add 'Understanding Elixir Math in Tower Rush'

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Amos Dodge 2 months ago
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<br>Players who treat the game purely as a test of reflexes will inevitably hit a skill ceiling they cannot break without learning the underlying mathematics.<br>
<br>Every time you place a card, you are making a financial transaction, betting your current energy against the opponent's available energy.<br>
The Ticking Clock
<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>
<br>If your bar reaches 10 and you do not play a card for 2. If you have any questions concerning where by and how to use [tower rush](http://www.javabrew.org/emiliegerace3/emilie1983/wiki/Understanding+the+Rock-Paper-Scissors+Mechanic+in+Tower+Rush.-), you can call us at the site. 8 seconds, you have permanently lost one unit of energy that you can never recover.<br>
Keep the bar moving.In double elixir, the leakage happens twice as fast.You are essentially fighting a 10v7 battle.
The Profit Margin
<br>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.<br>
<br>Conversely, if you panic and use a Rocket (6 elixir) to kill a Princess (3 elixir), you have suffered a -3 negative trade.<br>
Economic InteractionThe CalculationThe AdvantageUsing 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
<br>To become a Grandmaster, you must develop a secondary mental process that constantly runs the math in the background of your mind.<br>
<br>The math is cold, unforgiving, and absolute.<br>
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