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..5f2f8b0 --- /dev/null +++ b/The-Power-of-Tornado-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
In the vast arsenal of magical spells available in the arena, almost all of them perform the exact same fundamental task: they deal direct damage to a specific area.
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In the hands of a Grandmaster, it is an absolute game-breaker, capable of completely neutralizing massive pushes and activating unparalleled defensive power.
+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.
+Practice this in friendly battles.Do not activate the King Tower if your King is already dangerously low on health.If you have Tornado, actively bait the opponent into giving you an activation. +The 'Nado' Combo +
This mechanic synergizes obscenely well with any troop that deals splash damage (Area of Effect).
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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.
+Micro-PlayThe ResultThe Anti-Death Damage PullTornado a dying Giant Skeleton or Balloon away from your tower at the last second so their massive death bomb explodes harmlessly in the riverThe Retarget PullTornado an enemy Royal Giant backward so it loses its target on your weak tower and locks onto the healthy defensive building you just placed +The Highest Skill Cap +
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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