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 cherished this post and you would like to receive a lot more facts pertaining to tower rush kindly pay a visit to the web-page.

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.


To truly master the genre, you must stop looking at units as 'characters' and start viewing them as numerical investments.


The Ticking Clock


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.


If your bar reaches 10 and you do not play a card for 2. Should you loved this information and you would love to receive much more information relating to tower rush assure visit the webpage. 8 seconds, you have permanently lost one unit of energy that you can never recover.


  • Protect them fiercely.
  • Play a safe, non-committal cycle card first.
  • Tracking generation is just as important as tracking spending.

Calculating Positive Trades


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 CalculationResult
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


To become a Grandmaster, you must develop a secondary mental process that constantly runs the math in the background of your mind.


The math is cold, unforgiving, and absolute.

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