diff --git a/Understanding-Elixir-Math-in-Tower-Rush.md b/Understanding-Elixir-Math-in-Tower-Rush.md
new file mode 100644
index 0000000..46fec41
--- /dev/null
+++ b/Understanding-Elixir-Math-in-Tower-Rush.md
@@ -0,0 +1,15 @@
+
Players who treat the game purely as a test of reflexes will inevitably hit a skill ceiling they cannot break without learning the underlying mathematics.
+
To truly master the genre, you must stop looking at units as 'characters' and start viewing them as numerical investments.
+Generation Rates and 'Leaking'
+
The only way one player can mathematically gain an advantage is if the other player 'leaks' elixir by sitting at the maximum cap of 10.
+
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.In double elixir, the leakage happens twice as fast.Punish them.
+Calculating Positive Trades
+
If the opponent drops a Minion Horde (5 elixir) and you destroy it instantly with Arrows (3 elixir), you have gained a pure profit of +2.
+
The game is won by the player who accumulates the highest total 'profit' over the three-minute duration.
+The ExchangeProfit/LossThe AdvantageUsing 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
+Tracking the Numbers
+
When you are up by 4 elixir, the game is no longer a strategic duel; it is an execution.
+
Master the economy, and you master the game.
+
+If you adored this article and you also would like to be given more info relating to [tower rush](http://chenzheshi.myds.me:3000/philippbaddele) nicely visit the webpage.
\ No newline at end of file