Mmm it's-a Orange Juice
Hey everyone, this is yarn from Orange Jucie
I'll be talking about the elixir bar
There are multiple ways to start off the game
You can rush your opponent without a full bar of elixir
And you can save elixir
This allows you to wait for your opponent to make the first move
It can give you an advantage on the field because you can prepare your hand for the optimal counter
As soon as I noticed the Mini PEKKA was deployed
I knew I had Spear Goblins to counter it
As well as Skeletons if they had Zap
It's entirely possible to overcharge up to 0.9 elixir
This is a precise technique that requires understanding your elixir bar
During the first 2 minutes, you can elixir at a rate of 2.8 seconds
At the 60 second mark
Your elixir regenerates at twice the rate
Which is every 1.4 seconds
When you reach 10 elixir
Your elixir begins to overcharge in the background
Knowing that 1 elixir regenerates at a rate of 2.8 seconds
You can drop any card at 2.7 seconds
Dropping the Lava Hound achieves 4 elixir upon dropping it
One thing you should take note is that the overcharge elixir resets back to 0
For example, if you plant the Lava at 3 seconds, your bar will start at 3 elixir
However, the overcharge will never store 1 full elixir
One it reaches 1
It'll reset back to 0 and begin overcharging again
The overcharge cycle resets but is infinte and never pauses
You could drop a Giant at the second cycle
At 5.5 seconds and achieve 5.9 Elixir in your bar
This is just a demonstration of the overcharge cycle
And is not recommended as you would be wasting elixir
To pull off a perfect overcharge of 0.9 elixir every time
An important concept you need to understand is how the timing of deploying troops work
When you drop a troop there's a 1 second deploy time
One thing you may not know is that there's an intentional 1 second server delay imposed onto your actions
Before the troop initiates it's 1 second deploy timer
This was implemented because Supercell created a central server
Where players from all over the world can face each other with equal latency
Since the ideal overcharge deployment should occur at 2.7 seconds
The optimal time to plant a troop is at 1.7 seconds
Taking into account, the 1 second server delay
If you don't have optimal connection speeds
And your delay is greater than 1 second
You're going to have to adjust your timing accordingly
Here's a tip:
Once you reach 10 elixir
The bar begins to flash
From start to finish, this indicates that exactly 1 second has elapsed
Using the bar a very ideal time to plant the troop is exactly 1.7 bar flashes
Your unit has to materialize the millisecond before it overcharges to 1 elixir
At exactly 1 minute
It abruptly announces double elixir and begins regenerating elixir aggressively at a rate of 1.4 seconds
Since there's already a 1 second server delay
As soon as the bar hits 10, you'll want to plant your troop immediately
You can waste the overcharge if you plant too slowly
When using an elixir pump
It's important to take into consideration that it pumps 1 elixir every 9.8 seconds
You need to pay close attention to the visual graphics
Once the elixir is nearing full
That's a good indication that it's about to pump 1 elixir
When overcharging the elixir
You need to closely monitor the Elixir Pump
If the Elixir Collector is ready to pump out 1 elixir around the time you plan to overcharge
Take that into consideration as the bar will abruptly jump to 10
If you don't take that into account
You can completely lose your overcharge
A useful mechanic for the Pump is that it doesn't pump elixir until your bar has space
So it'll store that elixir
If you overcharge your elixir bar
And bank an elixir from your Pump
You're effectively banking 2 elixir for a huge push
The drawback to this technique is that the lifetimer of the Elixir Pump depletes while it's sitting at full charge
You WILL lose 1 elixir profit from the Pump if you sit on it for too long
Effectively only generating 6 out of 7 elixir
You have a 1.4 second window before you lose the 7th elixir
Here's an example of cutting it very close
It pumped its 7th elixir with its dying breath
The Pump will override any overcharge as the game doesn't recognize overcharging as 1 elixir
For example if you banked 1 elixir for the Pump
But deploy 1 elixir Skeletons
The Elixir Collector will still pump about 1 elixir regardless of the 0.9 elixir overcharge
Resulting in a 0.1 elixir net gain
Shout out to Jagermeister4 for being one of the first people to point out elixir regenerates past 10
Check out our description below for the link to his post
That's it for this video
Thanks for watching, be sure to follow us on twitter for more quality OJ
Oh **** he overcharged