diff --git a/How-to-Upgrade-Your-Base-in-Tower-Rush.md b/How-to-Upgrade-Your-Base-in-Tower-Rush.md new file mode 100644 index 0000000..f362032 --- /dev/null +++ b/How-to-Upgrade-Your-Base-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
A level ten player facing a level twelve player starts the match at a massive mathematical disadvantage before a single card is even played.
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Many players inadvertently stall their base progression by hoarding resources or ignoring the social systems of the game.
+Leveling Up the Deck +
Every time you spend gold to increase a card's level, you are rewarded with a burst of experience points.
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Upgrading a card from level one to level two costs virtually nothing and provides a very high amount of XP per gold coin spent.
+Farm masteries in casual modes.Don't ignore spell upgrades.Gold is the ultimate bottleneck for base progression. +The Guild Economy +
This is a massive progression error; donating provides both gold and crucial experience points instantly.
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You are essentially converting cards you will never use into base hitpoints and currency.
+XP MethodEfficiencyEarly UpgradesIncredibly high efficiency; the absolute best way to gain quick XP if you have a slight gold surplusEndgame UpgradesExtremely low efficiency; costs 100,000 gold for a tiny XP bump, but mandatory for competitive viability +The Margin of Victory +
In close matches, the winner is often decided by a tower surviving with less than fifty hitpoints.
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Never neglect your base progression; it is the silent protector that wins games.
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