Add Understanding Elixir Math in Tower Rush
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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>
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<br>To truly master the genre, you must stop looking at units as 'characters' and start viewing them as numerical investments.<br>
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The Cost of Inaction
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<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>
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<br>This is why top players are constantly 'cycling' cheap cards in the back of the arena; they are ensuring the generation timer never stops ticking.<br>
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Even then, it is highly risky.Play faster.You are essentially fighting a 10v7 battle.
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The Profit Margin
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<br>You did not damage their tower, but you won a massive mathematical victory that will snowball into a tower later in the match.<br>
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<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>
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The ExchangeProfit/LossResultUsing 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
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Tracking the Numbers
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<br>You should always know exactly who is 'up' in elixir at any given moment.<br>
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<br>The math is cold, unforgiving, and absolute.<br>
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