Elixir is spent to place cards on the battlefield. The player begins a battle with 5 Elixir and can hold a maximum of 10 Elixir during battle. Once 2 minutes (1 minute left) have passed during a battle, each player receives 1 extra Elixir, and Elixir production is doubled for the rest of the game. Elixir is produced gradually throughout the battle at a rate of 1 Elixir every 2.8 seconds, every 1.4 seconds during Double Elixir time, and around every 0.9 seconds in Triple Elixir, which occurs in the last minute of Overtime or in Triple Elixir Battles. In 2v2, Elixir production is 15% slower than normal, and during the Double Elixir and Overtime periods, the Elixir production is 30% slower than normal. This is about 3.2 seconds per Elixir initially, 1.8 seconds during Double Elixir, and 1.2 seconds in Triple Elixir. In Infinite Elixir mode, Elixir is generated at seven times the normal rate, giving the player 1 Elixir every 0.4 seconds.
Profit and Loss
Elixir is just as important as other game mechanics like card placement and having a balanced deck.
- Elixir is considered 'profited' when the player spends less Elixir than the opponent and thus the Elixir grows beyond the opponent's. Gaining an Elixir profit by making a play is known as a 'positive Elixir trade'. An example of this: the opponent plays Skeleton Army, and the player uses Barbarian Barrel, defeating the Skeleton Army and gaining an Elixir profit of 1.
- Elixir is considered 'lost' when the player's Elixir dips below the opposing player's. Making the opponent gain an Elixir profit by making a play is known as a 'negative Elixir trade'. An example of this is when the player deploys a P.E.K.K.A., and the opponent uses Skeleton Army to counter it, defeating the P.E.K.K.A. and causing the opponent to gain a Elixir profit of 4.
- In some situations, creating a negative Elixir trade may be beneficial if the player can take advantage of the troop's remaining potential. For example, the player can use a Bowler to counter a Hog Rider, Although this leaves them at an Elixir deficit of 1, the Bowler's health is untouched and is still threatening to the opponent. This sort of play is known as a counterpush.
- The only way to increase Elixir production is with the Elixir Collector. It costs 6 Elixir and will produce 8 Elixir over its full lifetime, so the player will gain a profit of 2 Elixir (if mirrored they will get only a profit of 1 Elixir). If it is attacked by a spell or other card, the player will not profit as much, but it is also a drain on their opponent's Elixir.
- The Elixir Golem can also artificially generate Elixir. Specifically, defeating each Blob will net the defender 1 Elixir, for a total of four. Since the Elixir Golem costs the opponent 3 Elixir to deploy, it's justifiable to commit up to seven Elixir to counter one.
- When the player has more Elixir than the opponent, the player can often attack and defend much easier.
- To gain Elixir, defend with cards that cost less than the opponent's attacking unit. Common examples are Skeleton Armies defending Giants and Arrows defending Minion Hordes. Both net a 2 Elixir profit.
- It's also very important not to maximize on Elixir, as the player is unable to generate more Elixir. This concept is called leaking Elixir when a player is at 10 Elixir and not spending it. When spectating a live match, there is a number at the right of each player's Elixir bar showing how much Elixir they have leaked in total during the match.
- This is especially true at the beginning of the game. If the players leak at 10 Elixir excessively, they are wasting Elixir that could be gained if a card is deployed. However, it is imperative to not rush decisions and make unnecessary placements. It's okay to max at 10 Elixir if the opponent is also maxing at 10 Elixir.
- If the player has 10 Elixir when their opponent has less than 10 Elixir, they should deploy a troop at the back of the Arena to avoid losing their Elixir advantage. However, the troop should not be too expensive, as an opportunity may arise where the player could threaten the opponent's Crown Towers immediately.
- Waiting to max Elixir at the start of the game can be used to the player's advantage. Waiting for the opponent to play their cards first can let the player respond appropriately, only leaving them at a small Elixir deficit.
- In battle, players should rarely leave themselves with 0 Elixir. If an opponent initiates a strong offensive push, a defending player with 0 Elixir may possibly lose a Crown Tower and open themselves to a 3 crown defeat.
- If a player does not use the Elixir Collector, never wastes any Elixir, and the battle does not go into Overtime over the course of a 3-minute battle, the player will have received about 90.7 Elixir in total. Again, assuming that the player does not use the Elixir Collector or wastes any Elixir if the battle lasts for 1 minute into Overtime, the player will receive about 133.6 Elixir over the 4 minutes of battle. If the battle lasts through the full 2 minutes of Overtime, the player will receive about 200.2 Elixir in total over the 5 minutes.
- Elixir used to accumulate in the background while resetting back to 10 just before reaching 11 when the Elixir bar was full, so the two players' Elixir would always differ by a whole number. However, it no longer accumulates like this as of the Tournaments Update, now immediately going back to a whole number when a troop is dropped at 10 Elixir.
- In the Double and Triple Elixir Challenges, players start with 0 Elixir instead of 5.
- Unlike its Clash of Clans counterpart, which can be generated and used like Gold, Elixir in Clash Royale can only be generated and used during Battle.