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<br>The elixir bar is not just a timer; it is the currency that dictates every single interaction on the battlefield.<br> |
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<br>Every time you place a card, you are making a financial transaction, betting your current energy against the opponent's available energy.<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. In case you loved this article along with you want to get guidance concerning [tower rush](https://gitlab.and-works.com/alejandro35a73) kindly pay a visit to our web-site. 8 seconds; in double elixir overtime, this rate increases to one unit every 1.4 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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Even then, it is highly risky.Play faster.You are essentially fighting a 10v7 battle. |
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Winning the Economic War |
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<br>If the opponent drops a Minion Horde (5 elixir) and you destroy it instantly with Arrows (3 elixir), you have gained a pure profit of +2.<br> |
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<br>Conversely, if you panic and use a Rocket (6 elixir) to kill a Princess (3 elixir), you have suffered a -3 negative trade.<br> |
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The ExchangeElixir MathThe AdvantageUsing 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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The Invisible Scoreboard |
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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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