Mmm, it's an Orange Juice.
Whats up everyone, it's OJ.
The Elixir Pump takes a deep understanding of "Micro" and "Macro".
In Clash Royale,
Micro is the precise tile placemet and deploy timing of cards.
Here's an example of Micro:
You can activate the King Tower with the Tornado
without having the Hog touch your Princess Tower.
The Tornado must be cast precisely on the third tile from the King's Tower,
right as the Hog approaches the radius of the Tornado.
I know, on my Tornado video,
I said it was impossible to avoid that one hit.
I was wrong.
But anyways, understanding the optimal placement of cards is generally considered in Micro.
Now Macro is the timing of your push.
This involves understanding the overall picture of the game.
This can be several factors
including the timer of the game,
how many seconds until double elixir time,
what cards your opponent has,
what rotation they're on,
how much elixir they have,
how fast the Golem travels,
sacrificing tower damage for an elixir advantage
and so on.
For example,
my opponent plays P.E.K.K.A .
It's not double elixir.
I know my opponent has Musketeer, Pump, Hog and The Log in rotation.
At 3 elixir,
he cannot afford to take more than one shot from that princess
since the tower is so low.
I know he has to play The Log.
Now that Log is out of rotation
he's at 2 elixir and has zero counters to the Goblin Barrel.
Even though the Princess was a negative elixir trade against The Log;
she dealt damage to the tower,
baited out The Log
and enemy no longer had enough elixir for proper counters.
Negative trades are totally fine. (Wow, OJ said that!)
Macro is the knowledge of the overall situation of the game.
Back to the pump,
on the same topic of Macro,
it costs 6 elixir,
produces a total of 8 elixir
and generates elixir every 8.5 seconds.
Digging deeper, it only profits elixir after 51 seconds.
Generally, if you are using a low cost fast cycle deck
this means don't plant an elixir collector if you're in overtime
and the game is ending under a minute.
The positive gains don't kick in until it's too late.
That being said;
it is a reliable way to bank elixir for beatdown and high-cost decks
with Golems, Three Musketeers and so on.
It takes 16.8 seconds to recoup the six elixir spent on that pump.
During overtime, it takes 8.4 seconds to regain that 6 elixir.
In a sense,
this increases your maximum elixir on the map.
Your huge Golem push ain't gonna make it.
The Golem takes 30 seconds to travel from the back of your King Tower to Princess Tower.
Pumping up less than a minute left in overtime
to build a big Golem push is not going to do you a favor.
One of THE best times to pump up is when your opponents win condition is out of hand.
This means they can't punish you for pumping up.
Right as the clock hits one minute
it goes into double elixir and you immediatly get a boost of +1 elixir.
You have to keep an eye on your pump
If it's gonna fill up right as double elixir hits, you're going to leak 2 elixir.
Notice how when I planted the Golem, I only had 2 elixir.
Compared to the same situation,
when timed properly you'll come up wth four elixir and a Golem on the map.
Let's talk Micro.
The placement of your elixir pump is just as critical as the timing of it.
Your main enemies are the spells and the miner.
When your opponent has a Rocket,
planting it in the rear means they can cancel out your pump
and deal free damage to your Crown Tower.
This is bad.
This is when you should start planting your pump in the middle even if they can counter it with Rocket
There are two reasons:
1.This takes the Rocket out of rotation and prevents them from spell cycling you
and getting value on your Tower and Executioner,
Three Musketeers or whatever you plant it behind that King Tower.
2.If they don't have that six elixir to cast Rocket or are slow to react
you'll gain a +1 elixir advantage.
Between deployment and travel time
it takes 4 seconds to reach the elixir pump.
Meaning they'll have under five seconds to react,
giving you a +1 elixir advantage
or they'll ignore completely.
Here's a common mistake I see,
if the King Tower is already activated,
to aim for the King as well.
Most people forget this and only take out the pump.
WHY!?
Arrows, The Log and the Zap are pretty straightforward.
They deny 2 elixir.
The pump will regenerate 6 elixir.
It is not worth it to arrow a tower and the pump.
But if they have minions, skeleton army or anything that dies to arrows,
It is worth it
as long as they don't have a spell bait deck
and you are prepared with other splash cards to handle Goblin Barrel, Minion Horde or whatever they spam at you.
The Log is pretty straightforward.
It costs 2 elixir, denies 2 elixir so the pump will still generate 6 elixir.
It's only worth Logging in larger battles
if you're pushing and can clip some ground units like a cannon and some Gobbies or whatever.
It is almost never worth zapping a pump.
It denies 2 elixir.
Maybe if you can clip the pump, a princess tower and some bats or minions
but definitely worth it if you can get a Minion Horde.
Fireball and poison will deny 5 elixir for a neutral trade.
The pump will still produce 3 elixir but your spell damages the Princess Tower in exchange.
This is very situational.
If you have a miner poison deck it's worth it.
If poison is your only counter to swarm troops or Three Musketeers, it's not worth it.
Once you know they have poison
start planting poison (Elixir Pump lol) on the rear side of the tower with higher health.
Once you figüre out that they have fireball
you can start planting it in the rear on the higher health side.
If they have fireball and a miner
plant it in the middle, then stagger a tile towards the tower with higher healt.
They won't be able to fireball the weaker tower
and two Princess Towers will target the Miner.
Lightning denies 7 out of 8 elixir.
It is worth it to Lightning most of the time to get free tower damage.
Again, the obvious thing to do is planting the pump behind the tower with higher health
when you know they have lightning.
One point you gotta understand is that Zap denies 1.05 elixir.
Round it up,
that is still gonna deny 2 elixir.
So if you fireball the pump it denies 5.
Then if you zap it, that is only gonna deny one extra elixir.
Not worth.
If you're facing a siege player using X-Bow.
You've got to be careful with placing two pumps too close.
If they have Lightning, Fireball or Poison
they don't care about activating your King Tower.
Poisoning two pumps and a tower is a positive elixir trade.
On the final topic of spells,
Rage generates 1/3 of an elixir.
8.3 elixir is still only 8 elixir.
Two Rages will generate 8.6 elixir.
That's still only 8 elixir.
It doesn't count unless you can generate one full elixir.
You'll have to Rage the same pumps three times in a row to generate that ninth elixir.
So for mass Princess replays or whatever you're trying to achieve,
keep Raging tthe same groups of pumps.
Hogs can take out a center pump as well.
Deploying the Hog in any of these two tiles
ensures the Hog beeline straight to the tower.
The first hit denies 2 elixir.
The second hit denies 5 elixir.
And the third hit denies 7 elixir.
Even if the Hog lands a fourth hit
it won't have denied more than seven elixir.
Two Hog hits is the sweet spot.
You might even be able to split push with really fast units
like goblins and bats and both lanes to take advantage of the fact that the hog is tanking both towers.
What you shouldn't do is deploy the Hog outside of those two tiles.
It'll just swerve to the Princess Tower.
A Mortar can take out a front pump too.
If your opponent doesn't have the proper ground troops in rotation
and you can get the Mortar to lock on,
each shot denies 2 elixir from replenishing.
Then it carries on to wreck the Princess Tower.
Each shot to the tower is like a Fireball worth of damage.
One hit from a Miner and it denies 1 elixir.
Two hits will deny 3 elixir from generating.
Three hits will deny 4 elixir.
Then four hits deny 5 elixir
and then five or six hits will deny 7 elixir from replenishing.
If you have Goblins or other fast ground units,
planting the pump in the very corner is pretty solid
if they don't have spells.
It can always deny a Miner.
Even if the Miner is deployed at a different spot
the Goblins are pretty fast and will tank everything from the miner.
Planting the pump beside the King can be potentially risky.
Even though you can shut down a Miner if he's planted in the top or bottom of the pump,
you can never predict their high risk gambling positioning.
If you choose to defend
you'll get 3 hits,
deny five elixir
and now you're down 2 elixir playing those failure of Goblins.
It's all mind games.
If you choose not to defend
the Miner will take out the pump and survive long enough to acivate your king tower.
But you don't know if your opponent is going to gamble in this poisiton or no.
The safest placement against the Miner is to put your Elixir Collector in the middle.
He'll get four hits and deny 5 elixir.
It is not the greatest but better than a rear placement.
When the King is activated,
he'll only get two hits on the tower which only denies 3 elixir.
This is a pretty sweet bargain if you leave them alone to whack your pump.
If you track the pathing of your Miner,
you can actually predict which side he is going to pop up on.
As soon as I see him swerving bluff,
I'm deploying my Goblins on the left.
As soon as I see him swerving to the right,
I'll deploy ground units on the right and stop him from touching my pump.
The only time you can't really read this pathing is if he's planted in front.
He'll get two hits on the pump and deny 3 elixir.
It's good to understand Micro for those optimal placements to make those sweet sweet positive elixir trades.
and Macro to build really big pushes to know when to counter atttack.
They go hand in hand.
Thanks for watching.
Stay tuned for more quality OJ.
( ͡° ͜ʖ ͡°) [Made by people (thanks alot! ╮(╯ل͜╰)╭) and reviewed by other people and iPxter