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the elemental builder is by far the hardest one to play right now, that i give it.
If you have a god, you no longer need to care for its elementl.
Value = gold cost of unit
example, if you have 90 water 100 everything else, water gets a slight nerv,however if you have a water god you need not to bother with it anymore.
basically, every builder is eco unit heavy, the elemental builder has a bit of a slower eco then other builders i feel but is potentially the strongest by a landsliode.
I think element builder is by far the most satisfying if you can catch up in eco because of their strong utility (avalanche, black hole, ice vortex)
It`s very important problems in elemental builder,because many people can`t understand what must they do.
The average value of built towers for those elements is determined by the gold cost of all towers (dead or alive) divided by the number of eligible elements. The ratio between the average value and each elements value is found such that the ratio is expressed as a number greater than 1 (100%). A positive stack for an element is gained for each whole 20% of value over the average. Maximum 10 stacks, positive or negative. Elemental Harmony is achieved when the player has units built for all 5 elements and would otherwise have no stacks of any element (all ratios below 120%); in this case the player gains maximum stacks in all elements.
For example, an Elemental Builder with a 40-gold waterbender and a 100-gold voidbender will have an average of 70 element value. 100/70 is roughly 142%, which is at least 2x20% over 100% so the player gets 2 positive void stacks. 70/40 is 175%, so the player gets 3 negative water stacks.
As a further example, an Elemental Builder with a 40-gold Waterbender and a 310-gold Voidwarrior will have an average value of 175. 310/175 is about 177% for 3 stacks of void surplus. 175/40 is a whopping 437.5%, which caps out negative water stacks at 10.
A player might notice the negative effects of deficiency become quite more pronounced when elements are more out of balance. To partially offset this, the effects of negative stacks are generally half the magnitude of positive stacks - this (arguably) helps in the first example (the idea being 2 positive stacks of something is more "powerful" than 3 negative stacks of the same thing) but not the second.