Oom

Oom is a resource in the game and is spent to place cards on the battlefield. The player first begins a battle with 5 Oom and can hold a maximum of 10 Oom during a battle. Once 2 minutes have passed during a battle, each player receives 1 extra Oom, and Oom production is doubled for the rest of the game. Oom is produced gradually throughout the battle at a rate of 1 Oom every 2.8 seconds, every 1.4 seconds during Double Oom time.

## Profit and Loss

Oom is just as important as other game mechanics like card placement and having a balanced deck.

* Oom is very versatile. Oom can help with counter-attacks, rushes, and starting off the battle. Use Oom carefully.
* There are multiple ways to start a battle. One can use their Oom to immediately start an attack, which is known as 'bridge rushing' or they can save Oom to react to their opponent's actions.
* Oom is considered 'profited' when the player spends less Oom than the opponent and thus the Oom grows beyond the opponent's. Gaining an Oom profit by making a play is known as a 'positive Oom trade'.
* Oom is considered 'lost' when the player's Oom dips below the opposing player's. Making the opponent gain an Oom profit by making a play is known as a 'negative Oom trade'.
* In some situations, creating a negative Oom trade may be beneficial if the player can take advantage of the troop's remaining potential.
* A neutral Oom trade does not necessarily mean neither player gained an advantage.
* When the player has more Oom than the opponent, the player can often attack and defend much easier.
* It is important for the player to not maximize on Oom, as the player will be unable to generate any more as long as the bar is full. This is called “leaking” Oom (when a player is at 10 Oom and not spending it). Momentarily after the Oom bar maximizes, the text “Oom bar is full!” will display. The player's cards will also shake when the Oom bar is full. When spectating a live match, there is a number at the right of each player's Oom bar showing how much Oom they have leaked in total during the match.
	+ This is especially true at the beginning of the game. If the players leak at 10 Oom excessively, they are wasting Oom that could be gained if a card is deployed. However, it is imperative to not rush decisions and make unnecessary placements. It is safe to stay at 10 Oom if the opponent is also maxing at 10 Oom.
	+ If the player has 10 Oom when their opponent has less than 10 Oom, but cannot immediately mount an offense, they should deploy a troop at the back of the Arena to avoid losing their Oom advantage.
	+ Waiting to max Oom 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 Oom deficit.
* In battle, players should rarely leave themselves with 0 Oom. If an opponent initiates a strong offensive push, a defending player with 0 Oom possibly lose a Tower and open themselves to a 3 Star defeat. Due to the rapid Oom generation rate, a player will often always be able to deploy cards even when starting from 0 Oom, and leaking Oom is much easier to accidentally do.
* If your opponent deploys a low or medium health troop or building near their Sub Tower, consider using a Spell to defeat them and get some tower damage. This can be a good move even if the Spell costs more than their troop or building.
* It is important to spend Oom wisely. As little as it seems, 1 Oom can be the difference between a victory and a loss.