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>
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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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Generation Rates and 'Leaking'
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<br>In standard gameplay, one unit of elixir is generated approximately every 2.8 seconds; in double elixir overtime, this rate increases to one unit every 1. If you loved this article and you would certainly such as to obtain more information concerning [tower rush](https://git.digitaltelepresence.com/caseyhillman8) kindly see the website. 4 seconds.<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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Keep the bar moving.You must increase your Actions Per Minute (APM) significantly to keep up.Punish them.
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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>If you consistently make negative trades, you will eventually find yourself trying to defend a massive push with absolutely zero elixir in your bar.<br>
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The ExchangeProfit/LossOutcomeUsing 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>Master the economy, and you master the game.<br>
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