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.
This guide will detail the most effective methods for leveling up your towers and securing that crucial hitpoint advantage.
Leveling Up the Deck
Every time you spend gold to increase a card's level, you are rewarded with a burst of experience points.
Conversely, upgrading a card to the absolute maximum level costs massive amounts of gold for a relatively small XP return.
- Never compromise your primary win condition just for base XP.
- The cost is microscopic, but the XP bump is significant.
- You will run out of gold and cripple your main deck.
The Guild Economy
Many players are stingy, refusing to donate cards because they want to hoard everything for themselves.
You are essentially converting cards you will never use into base hitpoints and currency.
| Experience Source | Value |
|---|---|
| Upgrading Low-Level Cards (Lv 1-5) | Incredibly high efficiency; the absolute best way to gain quick XP if you have a slight gold surplus |
| Upgrading High-Level Cards (Lv 12-14) | Extremely low efficiency; costs 100,000 gold for a tiny XP bump, but mandatory for competitive viability |
Why Tower Health Matters
In close matches, the winner is often decided by a tower surviving with less than fifty hitpoints.
Furthermore, higher level towers deal more damage per shot, altering crucial interactions against enemy swarms.
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