Add 'Tracking Elixir in Tower Rush'
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<br>It is not perfect spell timing, it is not deep deck-building knowledge, and it is not lightning-fast reflexes.<br>
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<br>Playing the game without knowing how much elixir your opponent has is like playing poker without looking at the cards on the table.<br>
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The Elixir Advantage
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<br>If you launch a massive 8-elixir push while the opponent is sitting at 10 elixir, they will easily defend it using perfect counters, often resulting in a negative trade for you.<br>
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<br>You create an advantage by making positive defensive trades (e.g. In case you loved this information and you would like to receive more information with regards to [tower rush](https://video.buzzsharer.com/@edwardodeneeve?page=about) generously visit our website. , using a 3-elixir Arrows to kill a 5-elixir Minion Horde).<br>
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Counting elixir tells you if they can afford their heavy spell.Counting elixir tells you if it's safe to place your pump.It prevents 'over-defending'.
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Mental Arithmetic Under Pressure
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<br>Start by simply categorizing the opponent into three states: 'High Elixir' (7-10), 'Medium Elixir' (4-6), and 'Low Elixir' (0-3).<br>
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<br>As you get comfortable with this broad tracking, start actually doing the math: "They started at 10, played a Golem (8), so they are at 2, plus two seconds of generation, they are at 3."<br>
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Time PeriodGeneration RateHow Hard it is to CountSingle Elixir (First 2 Minutes)1 Elixir every 2.8 secondsEasy to Moderate; plenty of time to calculate trades and track generation in your headDouble Elixir (Final Minute)1 Elixir every 1.4 secondsExtremely Difficult; the math changes so fast you must rely on instinct and 'feel' rather than raw numbers
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The Invisible Scoreboard
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<br>Tower health is a deceptive metric; you can have full tower health and still be losing the game if you are down 5 elixir.<br>
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<br>Count the drops, manage your economy, and crush the mathematically inferior.<br>
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