Fireballs, Rockets, Logs, and Arrows are simply different flavors of destruction.
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
At the start of a match, your massive central King Tower is ‘asleep’; its cannons are hidden, and it provides absolutely zero defensive support.
The unit will hit the King once, waking him up for the rest of the entire match.
- Tornado completely hard-counters the Miner.
- You spent 3 elixir to completely nullify their 4-elixir Hog Rider AND gained a permanent defensive buff.
- Once the King is active, you can pull enemy units to the absolute center of the map, allowing all THREE of your towers to shoot them simultaneously.
Clumping and Splash Damage Synergy
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 Combo Card | Execution | The Target |
|---|---|---|
| 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
A bad Tornado will actively lose you the game by pulling a massive P.E.K.K. If you have any kind of concerns relating to where and how you can use tower rush, you could contact us at our web site. A directly onto your vulnerable tower.
Learn to manipulate the physical geometry of the arena to your advantage.