Add Understanding Elixir Math in Tower Rush

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<br>Beneath the vibrant animations and chaotic battles of every arena game lies a rigid, unyielding economic system.<br>
<br>This article delves into the precise mathematics of elixir generation, leaking, and tracking, transforming you into a master of the arena's economy.<br>
Generation Rates and 'Leaking'
<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 opponent plays a card immediately at 10, they are now mathematically ahead of you by one point.<br>
Keep the bar moving.You must increase your Actions Per Minute (APM) significantly to keep up.Punish them.
The Profit Margin
<br>If the opponent drops a Minion Horde (5 elixir) and you destroy it instantly with Arrows (3 elixir), you have gained a pure profit of +2.<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>
The ExchangeThe CalculationOutcomeUsing 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
<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>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.<br>
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