However, there is one spell that completely breaks the established rules of the game, manipulating the physical positioning of enemy troops rather than just their hitpoints: the Tornado.
In the hands of a novice, it is a confusing, low-damage waste of 3 elixir that often accidentally pulls enemy troops closer to their own tower.
The Early Activation
The single most important use of the Tornado—and the primary reason it is included in competitive decks—is the 'King Tower Activation'.
Having the King's massive cannon firing alongside your Princess towers provides an overwhelming defensive advantage, completely ruining the opponent's ability to deal chip damage for the next three minutes.
- Practice this in friendly battles.
- You don't want to help the opponent finish it off.
- Let their lone Baby Dragon cross the bridge, then pull it to the King.
Maximizing Area of Effect
This mechanic synergizes obscenely well with any troop that deals splash damage (Area of Effect).
You drop your Executioner, and the exact second he throws his massive axe, you cast Tornado in the center of their push.
| The Splash Unit | How it Works | Optimal Threat |
|---|---|---|
| Executioner / Bowler | Drags all units into a perfect straight line to maximize the linear splash damage of the projectile | Massive Beatdown pushes (Golem + Support troops) |
| Ice Wizard | Groups units together so the Ice Wizard's splash attack slows the movement and attack speed of the entire enemy army | Bridge Spam or fast swarm attacks |
Mastering the Geometry
The Tornado is not a card you can simply drop and forget; it requires intense spatial awareness and perfect timing.
Learn to manipulate the physical geometry of the arena to your advantage.
If you enjoyed this post and you would like to get more details regarding tower rush kindly check out our own internet site.