Tracking Elixir In Tower Rush
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.
You are making critical strategic decisions based entirely on blind hope rather than solid mathematical reality.
Knowing When to Strike
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.
This situation—having significantly more energy than the opponent—is known as an 'Elixir Advantage', and creating it is the primary goal of the game.
You are literally gambling with your trophies.A +4 elixir advantage is generally considered 'tower-taking' territory.If you are DOWN in elixir, play hyper-defensively.
Mental Arithmetic Under Pressure
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 SpeedMental LoadSingle Elixir (First 2 Minutes)1 Elixir every 2. If you have any kind of questions regarding where and exactly how to make use of tower rush, you could call us at our website. 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
The Invisible Scoreboard
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.