Understanding Elixir Math in Tower Rush
The elixir bar is not just a timer; it is the currency that dictates every single interaction on the battlefield.
Every time you place a card, you are making a financial transaction, betting your current energy against the opponent's available energy.
Generation Rates and 'Leaking'
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. In case you cherished this article and you want to get more details with regards to tower rush generously stop by our own web site. 4 seconds.
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.
Never sit at 10 elixir unless you are waiting for a very specific enemy push to cross the river.You must increase your Actions Per Minute (APM) significantly to keep up.Punish them.
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.
If you consistently make negative trades, you will eventually find yourself trying to defend a massive push with absolutely zero elixir in your bar.
The ExchangeThe CalculationResultUsing 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
Playing the Math
You should always know exactly who is 'up' in elixir at any given moment.
The math is cold, unforgiving, and absolute.