Understanding Elixir Math in Tower Rush

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If your bar reaches 10 and you do not play a card for 2 In the event you beloved this post along with you would like to receive more info with regards to tower rush i implore you to pay a visit to.

Beneath the vibrant animations and chaotic battles of every arena game lies a rigid, unyielding economic system.


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


The Cost of Inaction


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 2.8 seconds, you have permanently lost one unit of energy that you can never recover.


  • Even then, it is highly risky.
  • You must increase your Actions Per Minute (APM) significantly to keep up.
  • You are essentially fighting a 10v7 battle.

The Profit Margin


You did not damage their tower, but you won a massive mathematical victory that will snowball into a tower later in the match.


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


Pro MoveExecution
Cheap DefenseUsing a 1-elixir Skeleton to pull a 4-elixir Mini P.E.K. In case you have virtually any inquiries concerning wherever as well as the best way to work with tower rush, you can e mail us on our own page. K.A across the map until both Princess towers shoot it to death; +3 profit
NukingWaiting until the opponent places three different support troops near their tower before dropping the Rocket, destroying 12 elixir with 6; +6 profit

Playing the Math


When you are up by 4 elixir, the game is no longer a strategic duel; it is an execution.


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.

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