diff --git a/The-Power-of-Tornado-in-Tower-Rush.md b/The-Power-of-Tornado-in-Tower-Rush.md new file mode 100644 index 0000000..b1cbb71 --- /dev/null +++ b/The-Power-of-Tornado-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
Fireballs, Rockets, Logs, and Arrows are simply different flavors of destruction.
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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.
+Waking the King +
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.
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The unit will hit the King once, waking him up for the rest of the entire match.
+Tornado completely hard-counters the Miner.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 +
Beyond the King activation, the Tornado's secondary function is physically grouping enemy units together into a tight, dense clump.
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You drop your Executioner, and the exact second he throws his massive axe, you cast Tornado in the center of their push.
+The Splash UnitThe InteractionBest Used AgainstExecutioner / BowlerDrags all units into a perfect straight line to maximize the linear splash damage of the projectileMassive Beatdown pushes (Golem + Support troops)Ice WizardGroups units together so the Ice Wizard's splash attack slows the movement and attack speed of the entire enemy armyBridge Spam or fast swarm attacks +The Highest Skill Cap +
A perfect Tornado will completely break the opponent's will to play.
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Control the board, control the movement, control the game.
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