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 Grandmaster, it is an absolute game-breaker, capable of completely neutralizing massive pushes and activating unparalleled defensive power.
The Early Activation
The King only wakes up if one of your smaller Princess towers is completely destroyed, OR if the King takes direct damage from an enemy unit or spell.
The unit will hit the King once, waking him up for the rest of the entire match.
- Every single time they play a Miner, pull it to the King Tower for a free activation.
- A 3-elixir Tornado pull is often a massive positive trade.
- 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.
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.
| Tornado Synergy | 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 |
A Grandmaster's Tool
A perfect Tornado will completely break the opponent's will to play.
Control the board, control the movement, control the game.
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