Add 'Tracking Elixir in Tower Rush'

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      Tracking-Elixir-in-Tower-Rush.md

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Tracking-Elixir-in-Tower-Rush.md

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<br>It is not perfect spell timing, it is not deep deck-building knowledge, and it is not lightning-fast reflexes.<br>
<br>Playing the game without knowing how much elixir your opponent has is like playing poker without looking at the cards on the table.<br>
The Economy of Aggression
<br>However, if you launch that exact same 8-elixir push when you know the opponent has only 2 elixir, it is mathematically impossible for them to stop it.<br>
<br>You create an advantage by making positive defensive trades (e. To read more regarding [tower rush](https://www.shreegandha.com/@anitracothran?page=about) look into our website. g., using a 3-elixir Arrows to kill a 5-elixir Minion Horde).<br>
Play safe until you know the math.A +4 elixir advantage is generally considered 'tower-taking' territory.If you are DOWN in elixir, play hyper-defensively.
How to Train the Skill
<br>Start by simply categorizing the opponent into three states: 'High Elixir' (7-10), 'Medium Elixir' (4-6), and 'Low Elixir' (0-3).<br>
<br>Eventually, this process will become completely automatic; you will instinctively 'feel' their elixir bar without having to consciously calculate the numbers.<br>
Time PeriodGeneration RateMental LoadSingle Elixir (First 2 Minutes)1 Elixir every 2.8 secondsEasy to Moderate; plenty of time to calculate trades and track generation in your headDouble Elixir (Final Minute)1 Elixir every 1.4 secondsExtremely Difficult; the math changes so fast you must rely on instinct and 'feel' rather than raw numbers
Mastering the Economy
<br>Tower health is a deceptive metric; you can have full tower health and still be losing the game if you are down 5 elixir.<br>
<br>Count the drops, manage your economy, and crush the mathematically inferior.<br>
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