Add Tracking Elixir in Tower Rush
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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>
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<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>
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The Elixir Advantage
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<br>Every single aggressive action you take in the arena should be dictated primarily by the opponent's current bank of elixir.<br>
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<br>You create an advantage by making positive defensive trades (e.g., using a 3-elixir Arrows to kill a 5-elixir Minion Horde).<br>
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If they have 4 elixir, your tower is safe from a 6-elixir Rocket for at least 6 seconds.If they are at zero, they cannot immediately punish your 6-elixir Elixir Collector investment.It prevents 'over-defending'.
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How to Train the Skill
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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.K. If you have any questions relating to where and exactly how to use [tower rush](https://git.wikiofdark.art/glenmcevoy8565), you can contact us at the web site. K.A (7 elixir), tell yourself "They are now Low Elixir."<br>
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The Match StageThe MathHow Hard it is to CountSingle 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
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Mastering the Economy
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<br>The elixir bar is the true, invisible scoreboard that dictates who is actually in control of the match.<br>
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<br>When you perfectly predict an opponent's inability to defend your push based purely on your mental calculation, you will feel invincible.<br>
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