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Beneath the vibrant animations and chaotic battles of every arena game lies a rigid, unyielding economic system.
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To truly master the genre, you must stop looking at units as 'characters' and start viewing them as numerical investments.
+The Cost of Inaction
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In standard gameplay, one unit of elixir is generated approximately every 2. If you are you looking for more in regards to [tower rush](https://basha-vara.com/author/rashad39415180/) visit our own web site. 8 seconds; in double elixir overtime, this rate increases to one unit every 1.4 seconds.
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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.
+Protect them fiercely.Play a safe, non-committal cycle card first.Tracking generation is just as important as tracking spending.
+Winning the Economic War
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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.
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Conversely, if you panic and use a Rocket (6 elixir) to kill a Princess (3 elixir), you have suffered a -3 negative trade.
+Economic InteractionThe CalculationResultUsing The Log (2) to kill a Goblin Barrel (3)3 - 2 = +1A slight positive trade; highly repeatable and safeUsing 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
+The Invisible Scoreboard
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To become a Grandmaster, you must develop a secondary mental process that constantly runs the math in the background of your mind.
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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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