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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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Therefore, understanding exactly how to efficiently generate account experience points (XP) is vital for long-term survival on the ladder.
+The Primary Source: Upgrading Cards
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The vast majority of your account experience will come from the simple act of upgrading your cards.
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Conversely, upgrading a card to the absolute maximum level costs massive amounts of gold for a relatively small XP return.
+Farm masteries in casual modes.Don't ignore spell upgrades.Gold is the ultimate bottleneck for base progression.
+The Secondary Source: Clan Donations
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The second most consistent way to generate base experience is by actively donating cards to your clanmates.
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You are essentially converting cards you will never use into base hitpoints and currency.
+Experience SourceGold-to-XP RatioEarly 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
+Why Tower Health Matters
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In close matches, the winner is often decided by a tower surviving with less than fifty hitpoints.
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A higher level tower might kill a goblin in two shots instead of three, preventing thousands of points of chip damage over a match.
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+For those who have virtually any issues relating to wherever in addition to the best way to work with [tower rush](https://git.violka-it.net/carissaclatter/tower-rush1990/wiki/PC-vs-Mobile:-The-Tower-Rush-Experience), you'll be able to e-mail us in the web page.
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