diff --git a/Understanding-Elixir-Math-in-Tower-Rush.md b/Understanding-Elixir-Math-in-Tower-Rush.md
new file mode 100644
index 0000000..85c71c1
--- /dev/null
+++ b/Understanding-Elixir-Math-in-Tower-Rush.md
@@ -0,0 +1,13 @@
+
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.
+
Every time you place a card, you are making a financial transaction, betting your current energy against the opponent's available energy.
+The Cost of Inaction
+
In standard gameplay, one unit of elixir is generated approximately every 2.8 seconds; in double elixir overtime, this rate increases to one unit every 1. If you have any queries with regards to where and how to use [tower rush](https://git.dustfall.xyz/jacquelynbradw), you can get hold of us at the web-site. 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.
+Never sit at 10 elixir unless you are waiting for a very specific enemy push to cross the river.In double elixir, the leakage happens twice as fast.You are essentially fighting a 10v7 battle.
+The Profit Margin
+
You did not damage their tower, but you won a massive mathematical victory that will snowball into a tower later in the match.
+
Conversely, if you panic and use a Rocket (6 elixir) to kill a Princess (3 elixir), you have suffered a -3 negative trade.
+Pro MoveExecutionThe Kiting TradeUsing a 1-elixir Skeleton to pull a 4-elixir Mini P.E.K.K.A across the map until both Princess towers shoot it to death; +3 profitMulti-TargetingWaiting until the opponent places three different support troops near their tower before dropping the Rocket, destroying 12 elixir with 6; +6 profit
+The Invisible Scoreboard
+
When you are up by 4 elixir, the game is no longer a strategic duel; it is an execution.
+
The math is cold, unforgiving, and absolute.
\ No newline at end of file