A level ten player facing a level twelve player starts the match at a massive mathematical disadvantage before a single card is even played.
Many players inadvertently stall their base progression by hoarding resources or ignoring the social systems of the game.
The Primary Source: Upgrading Cards
Every time you spend gold to increase a card's level, you are rewarded with a burst of experience points.
Upgrading a card from level one to level two costs virtually nothing and provides a very high amount of XP per gold coin spent.
- Mastering cards often grants massive XP bonuses.
- Spells rely heavily on level interactions.
- Farm it relentlessly.
The Guild Economy
This is a massive progression error; donating provides both gold and crucial experience points instantly.
You are essentially converting cards you will never use into base hitpoints and currency.
| Card Rarity | The Benefit |
|---|---|
| Skeletons, Goblins | Small amount of XP per card, but you can donate hundreds of them daily |
| Rare and Epic Cards | Large burst of XP, but highly limited in how many you can give |
The Impact of King Levels
In close matches, the winner is often decided by a tower surviving with less than fifty hitpoints.
A higher level tower might kill a goblin in two shots instead of three, preventing thousands of points of chip damage over a match.
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