Understanding Elixir Math in Tower Rush

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The Cost of Inaction In standard gameplay, one unit of elixir is generated approximately every 2.

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


In standard gameplay, one unit of elixir is generated approximately every 2. In case you loved this short article and you wish to receive more info with regards to tower rush kindly visit the website. 8 seconds; in double elixir overtime, this rate increases to one unit every 1.4 seconds.


If your opponent plays a card immediately at 10, they are now mathematically ahead of you by one point.


  • Even then, it is highly risky.
  • In double elixir, the leakage happens twice as fast.
  • If the opponent leaks 3 elixir at the start of the match, launch an aggressive push instantly.

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.


The ExchangeThe CalculationThe Advantage
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

Playing the Math


You should always know exactly who is 'up' in elixir at any given moment.


Master the economy, and you master the game.

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