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>The absolute core fundamental skill that separates the elite from the casuals is the ability to perfectly track the opponent's elixir.<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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The Elixir Advantage
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<br>If you launch a massive 8-elixir push while the opponent is sitting at 10 elixir, they will easily defend it using perfect counters, often resulting in a negative trade for you.<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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If they have 4 elixir, your tower is safe from a 6-elixir Rocket for at least 6 seconds.Counting elixir tells you if it's safe to place your pump.If you know they have zero elixir, you don't need to spend 4 elixir to defend a dying 1-elixir skeleton.
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Practicing the Count
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<br>You must train your brain to do it subconsciously, starting with simple approximations before moving to exact numbers.<br>
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<br>Eventually, this process will become completely automatic; you will instinctively 'feel' their elixir bar without having to consciously calculate the numbers.<br>
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Game PhaseElixir SpeedTracking DifficultySingle Elixir (First 2 Minutes)1 Elixir every 2. Here's more info on [tower rush](https://git.wikiofdark.art/charlihyh83358) look into our own web site. 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>Stop staring at the flashy animations and start focusing on the math.<br>
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<br>Count the drops, manage your economy, and crush the mathematically inferior.<br>
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