Understanding Elixir Math in Tower Rush

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If your bar reaches 10 and you do not play a card for 2. If you have any sort of questions regarding where and exactly how to use tower rush, you could call us at our own web page.

The elixir bar is not just a timer; it is the currency that dictates every single interaction on the battlefield.


Every time you place a card, you are making a financial transaction, betting your current energy against the opponent's available energy.


The Ticking Clock


This generation rate is constant for both players, meaning the total amount of energy distributed during a match is perfectly identical.


If your bar reaches 10 and you do not play a card for 2. In case you loved this informative article and you would like to receive details about tower rush kindly visit our own page. 8 seconds, you have permanently lost one unit of energy that you can never recover.


  • Keep the bar moving.
  • You must increase your Actions Per Minute (APM) significantly to keep up.
  • Punish them.

Calculating Positive Trades


You did not damage their tower, but you won a massive mathematical victory that will snowball into a tower later in the match.


Conversely, if you panic and use a Rocket (6 elixir) to kill a Princess (3 elixir), you have suffered a -3 negative trade.


The ExchangeProfit/LossResult
Using The Log (2) to kill a Goblin Barrel (3)3 - 2 = +1A slight positive trade; highly repeatable and safe
Using 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


You should always know exactly who is 'up' in elixir at any given moment.


Launch your win condition, support it with a spell, and watch them fail to defend because they simply do not have the currency to buy troops.

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