Add Tracking Elixir in Tower Rush
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<br>If you ask any professional player what the single most important skill in an arena battler is, they will all give you the exact same answer.<br>
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<br>This article will break down exactly why counting elixir is mandatory and how you can train your brain to do it automatically.<br>
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The Economy of Aggression
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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>Once you know you have a +3 or +4 advantage, you are no longer playing a fair game; you are executing a mathematically guaranteed victory.<br>
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If they have 4 elixir, your tower is safe from a 6-elixir Rocket for at least 6 seconds.If they are at zero, they cannot immediately punish your 6-elixir Elixir Collector investment.If you know they have zero elixir, you don't need to spend 4 elixir to defend a dying 1-elixir skeleton.
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Practicing the Count
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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>When they drop a heavy card, like a P.E. Should you loved this informative article and you want to receive much more information regarding [tower rush](https://gitea-01.taild2831.ts.net/christophereve/tower-rush1981/wiki/Reviewing-the-Latest-Tower-Rush-Update) please visit the internet site. K.K.A (7 elixir), tell yourself "They are now Low Elixir."<br>
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Game PhaseElixir SpeedMental LoadSingle 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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Mastering the Economy
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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>Knowledge is power.<br>
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