Tracking Elixir in Tower Rush

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You are literally gambling with your trophies. If you loved this information and you would love to receive more info about tower rush generously visit the web-page.

The absolute core fundamental skill that separates the elite from the casuals is the ability to perfectly track the opponent's elixir.


This article will break down exactly why counting elixir is mandatory and how you can train your brain to do it automatically.


The Economy of Aggression


Every single aggressive action you take in the arena should be dictated primarily by the opponent's current bank of elixir.


Once you know you have a +3 or +4 advantage, you are no longer playing a fair game; you are executing a mathematically guaranteed victory.


  • You are literally gambling with your trophies.
  • A +4 elixir advantage is generally considered 'tower-taking' territory.
  • Do not attack; just use cheap cards to stall their pushes until the generation rate equalizes the board.

Practicing the Count


Start by simply categorizing the opponent into three states: 'High Elixir' (7-10), 'Medium Elixir' (4-6), and 'Low Elixir' (0-3).


As you get comfortable with this broad tracking, start actually doing the math: "They started at 10, played a Golem (8), so they are at 2, plus two seconds of generation, they are at 3."


Time PeriodElixir SpeedTracking Difficulty
Single Elixir (First 2 Minutes)1 Elixir every 2.8 secondsEasy to Moderate; plenty of time to calculate trades and track generation in your head
Double Elixir (Final Minute)1 Elixir every 1. Here's more information in regards to tower rush take a look at the site. 4 secondsExtremely Difficult; the math changes so fast you must rely on instinct and 'feel' rather than raw numbers

The True Metric of Winning


Tower health is a deceptive metric; you can have full tower health and still be losing the game if you are down 5 elixir.


Count the drops, manage your economy, and crush the mathematically inferior.

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