Understanding Elixir Math in Tower Rush

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Protect them fiercely. The 'first play' dilemma is real. If you have any sort of questions regarding where and just how to make use of tower rush, you could call us at our own site.

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.


This article delves into the precise mathematics of elixir generation, leaking, and tracking, transforming you into a master of the arena's economy.


The Cost of Inaction


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


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.


  • Protect them fiercely.
  • The 'first play' dilemma is real.
  • Tracking generation is just as important as tracking spending.

The Profit Margin


The entire goal of defensive play is to execute 'positive elixir trades', where you spend less energy to destroy a push than the opponent spent to create it.


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


Trade ScenarioThe CalculationThe Advantage
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.



If you have any kind of inquiries relating to where and just how to utilize tower rush, you can contact us at our own web-site.
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