hmm it's an orange juice when casting
spells especially on air units always
watch for the shadow that's where the
unit's actual hit boxes so for a balloon
aim for the shadow so they can knock the
balloon further away from your tower
fireball rocket and snowball all of them
have a 360 degree knock back each
direction knocks back the impacted units
by 1.8 tiles the log has a one tile
knock back radius so it's definitely
shorter than fireball rocket and
snowball but the log shares the same
knock back distance as Bowler and the
mega night usually you'll have the
hogrider countered by barbarians horde
or even the goblin gang pretty easily
when we start realizing this on the next
rotation pre casting the spell can
eliminate the threat it can predict it
on your second or third rotation with
the hog rider the poison spell deals 75
damage per second so it's actually the
perfect counter to graveyard always save
your poison if you know they have
graveyard despite the many nerfs from
tornado it's best for two things one
clumping stuff up for splashers and two
amazing for activating the King town
severely crippling their pushes if you
have the King on your side check out my
tornado tech video if you want to learn
more advanced tips on how to use tornado
really well clone and may seem like a
bad spell but it's any more readily
useful spell and 2v2 and triple elixir
challenges if you can time it just right
it won't even matter if they have poison
or tornado because you find the right
opportunity then you've blown everything
clone is the most uneven spell in the
game in the sense that the primary unit
will always skip to the left that
doesn't mean that it's not balanced
though but both lanes serve completely
different purposes if you push the left
lane you are going in with intent to
clone skip a tank or a lava hound past
the inferno tower and straight towards
their princess tower
now if you push the right-wing clone has
an advantage with the main unit skips to
the left and remains the tank so that
your clone unit doesn't get picked off
by the king card because your primary
unit is the one that's being targeted
you can actually clone skip a unit if
you know they're trying to take out
something with the fireball or a rocket
I swear I am NOT making this up as a
primary clone spell user it's fairly
normal to do this once every 10 games as
a bonus I knew that it was gonna pop my
lava hound clones so it's a bonus and it
baits up their spell freeze and zap are
the same spells with different times and
different animations three stuns units
for four seconds while zap stuns them
for 0.5 seconds both spells cause the
stunned troops to retarget to the
nearest unit rage spell increases move
and attack speed by 35% an elixir
collector under rage spell accumulates
0.3 elixir mirroring a rage spell on the
elixir collector twice results in 8.9
elixir generated to rage spells will not
produce more elixir 3 rage spells though
that's a different story but really
through your rage spells on the same
collector anyways the rage mode has a
slightly different mechanic when it
comes to the pump it actually gives you
35% more elixir producing a total of 11
elixir on the map everything that slows
by ice will effectively slow units by
35% this includes the ice Wizards attack
the snowballs effect and the ice golems
death Nova lightning targets the highest
health units so in this case the
princess tower then the baby dragon then
the ice spirit if a tower health is low
a common tactic is to use something like
a battle RAM to act as a lightning rod
since the barbarians have more health
than the princess tower
therefore it's best to cast in the
corner if you're trying to finish off a
tower and overtime to win the game to
avoid any lightning rod zap or snowball
paired with one ice golem one ice spear
or even one skeleton barrels death
damage will be enough to take out the
Horde so one spell and one physical unit
any combination of any physical death
damage units like a skeleton barrel ice
golem ice spear will not work you need
at least one spell there's gonna be
snowball or zap for what's needed so
don't bother combining physical units
like ice spirit and ice golem or ice
golem and skeleton barrel or even ice
spirit and skeleton barrel these
physical combinations with no spell is
not enough to take out
minion horde let's talk travel distance
your spell is cast from the center of
the King town each spell has a different
travel speed to give you perspective on
speed a very fast unit like an ice
spirit or lumberjack travels at a
whopping 120 speed spells are absurdly
fast the fastest spells in the game are
snowball and arrows where they both
travel at 800 speed the next fastest
spell is going to be fireball coming in
at 600 travel speed we have lightning
clocking in at 500 speed each bolt has a
0.5 second delay in between each other
the goblin barrel is classified as a
spell as well this bad boy barrel can
travel at 400 speed then you've got
rocket technically not the slowest spell
traveling at 350 speed the log and the
Barbarian barrel may be very slow spells
in comparison to everything else but
they are still way faster than the
fastest units in the game optimal tile
placements are incredibly crucial
especially in professional settings
where you know that every frame counts
every millisecond counts an optimal
rocket placement reached the tower one
third of a second faster than a center
planted rocket and it's 2/3 of a second
faster than a rear planted rocket