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It is not perfect spell timing, it is not deep deck-building knowledge, and it is not lightning-fast reflexes.
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Playing the game without knowing how much elixir your opponent has is like playing poker without looking at the cards on the table.
+The Economy of Aggression
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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.
+
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.
+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.If you know they have zero elixir, you don't need to spend 4 elixir to defend a dying 1-elixir skeleton.
+Mental Arithmetic Under Pressure
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Tracking a constantly shifting number in your head while managing complex micro-interactions on the screen is incredibly difficult for beginners.
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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."
+Game PhaseGeneration RateTracking DifficultySingle 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. If you loved this article so you would like to get more info relating to [tower rush](http://171.244.15.53:3000/edisonmale6299/edison2020/wiki/The-Best-Defensive-Structures-in-Tower-Rush) generously visit the web-site. 4 secondsExtremely Difficult; the math changes so fast you must rely on instinct and 'feel' rather than raw numbers
+Mastering the Economy
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Tower health is a deceptive metric; you can have full tower health and still be losing the game if you are down 5 elixir.
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Count the drops, manage your economy, and crush the mathematically inferior.
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