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<br>In most arena battlers, your account level (often represented as a King Tower or Base Headquarters) dictates the health and damage of your main defensive structures.<br> |
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<br>Many players inadvertently stall their base progression by hoarding resources or ignoring the social systems of the game.<br> |
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The Primary Source: Upgrading Cards |
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<br>However, the ratio of gold spent to experience gained changes drastically depending on the level of the upgrade.<br> |
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<br>Conversely, upgrading a card to the absolute maximum level costs massive amounts of gold for a relatively small XP return.<br> |
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Upgrade your main deck first, always.If you have excess gold, upgrade your level 1 cards to level 6.Balance is required. |
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XP Through Generosity |
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<br>Many players are stingy, refusing to donate cards because they want to hoard everything for themselves.<br> |
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<br>You are essentially converting cards you will never use into base hitpoints and currency.<br> |
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XP MethodValueStarter LevelingIncredibly high efficiency; the absolute best way to gain quick XP if you have a slight gold surplusUpgrading High-Level Cards (Lv 12-14)Extremely low efficiency; costs 100,000 gold for a tiny XP bump, but mandatory for competitive viability |
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Why Tower Health Matters |
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<br>In close matches, the winner is often decided by a tower surviving with less than fifty hitpoints.<br> |
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<br>A higher level tower might kill a goblin in two shots instead of three, preventing thousands of points of chip damage over a match.<br> |
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If you have any sort of concerns concerning where and how you can use [tower rush](https://code.nspoc.org/johniecrombie0/johnie1985/wiki/Analyzing-the-Art-Style-and-Character-Design-of-Tower-Rush), you could call us at our web site. |