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>If you ask any professional player what the single most important skill in an arena battler is, they will all give you the exact same answer.<br>
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<br>You are making critical strategic decisions based entirely on blind hope rather than solid mathematical reality.<br>
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Knowing When to Strike
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<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>
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<br>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.<br>
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Never overcommit on a push if you don't know their elixir count.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.
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Practicing the Count
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<br>Start by simply categorizing the opponent into three states: 'High Elixir' (7-10), 'Medium Elixir' (4-6), and 'Low Elixir' (0-3).<br>
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<br>When they drop a heavy card, like a P.E. For more on [tower rush](https://music.jokkey.com/sungt001812268) stop by the web site. K.K.A (7 elixir), tell yourself "They are now Low Elixir."<br>
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Elixir StateWhat You Must DoYou have a massive Elixir Advantage (+4)Immediate, overwhelming aggression; punish their lack of resources before they can regenerateYou have a massive Elixir Deficit (-4)Immediate, flawless defense; sacrifice tower health if necessary to regain economic parity; do NOT attack
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The Invisible Scoreboard
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<br>Stop staring at the flashy animations and start focusing on the math.<br>
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<br>Knowledge is power.<br>
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