Understanding Elixir Math in Tower Rush

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The Ticking Clock In standard gameplay, one unit of elixir is generated approximately every 2.

Beneath the vibrant animations and chaotic battles of every arena game lies a rigid, unyielding economic system.


Every time you place a card, you are making a financial transaction, betting your current energy against the opponent's available energy.


The Ticking Clock


In standard gameplay, one unit of elixir is generated approximately every 2. For more info about tower rush look at our webpage. 8 seconds; in double elixir overtime, this rate increases to one unit every 1.4 seconds.


This is why top players are constantly 'cycling' cheap cards in the back of the arena; they are ensuring the generation timer never stops ticking.


  • Keep the bar moving.
  • You must increase your Actions Per Minute (APM) significantly to keep up.
  • If the opponent leaks 3 elixir at the start of the match, launch an aggressive push instantly.

The Profit Margin


The entire goal of defensive play is to execute 'positive elixir trades', where you spend less energy to destroy a push than the opponent spent to create it.


Conversely, if you panic and use a Rocket (6 elixir) to kill a Princess (3 elixir), you have suffered a -3 negative trade.


Economic InteractionElixir MathResult
Using The Log (2) to kill a Goblin Barrel (3)3 - 2 = +1A slight positive trade; highly repeatable and safe
Using a Lightning Spell (6) to kill a lone Musketeer (4)4 - 6 = -2A terrible negative trade; only acceptable if the lightning also hits the tower to win the game

Playing the Math


To become a Grandmaster, you must develop a secondary mental process that constantly runs the math in the background of your mind.


Launch your win condition, support it with a spell, and watch them fail to defend because they simply do not have the currency to buy troops.

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