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..50bb806 --- /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.
+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.
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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.
+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. +The 'Nado' Combo +
Beyond the King activation, the Tornado's secondary function is physically grouping enemy units together into a tight, dense clump.
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The Tornado instantly drags all 15 elixir worth of enemy troops onto a single tile, and the Executioner's axe shreds every single one of them simultaneously, resulting in a game-winning positive trade.
+The Splash UnitExecutionBest 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 +Mastering the Geometry +
A perfect Tornado will completely break the opponent's will to play.
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Spend the hours required to memorize the pull tiles.
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