Mmm it's a Orange Juice
Whats up everyone, this is OJ
The Tornado is an Epic spell found not in Spell Valley, but in Builder's Workshop
Once released, you can buy a stack of 10 for 400 gems
This brings it up to level 3 immediately
Increasing it's level will only increase it's damage
Like all cards in the game, the damage increases 10% per level
At tournament standard, it deals 58 damage per second
For a total of 178 damage over 3 seconds
If you break it down, it administers 1 tick of damage every 0.5 seconds for 29 damage
So it takes 1.5 seconds to kill Skeletons, which is 3 ticks
It does not damage buildings, so you don't need to worry about activating the King's Tower
It can pull both air and ground units, dealing damage similar to Zap
It won't kill anything stronger than stab Goblins
Minions will still survive with a sliver of health
But it offers the benefit of pulling the units
Lets break down the mechanics of the Tornado
It's different The Log, it can pull units that aren't walking
This can be when they're deployed or when they're busy attacking
But if a unit is already walking, and you try to pull it away from where it wants to go
The unit will resist the Tornado
However, if you pull a unit toward its intended destination
That actually pulls it significantly faster
This can be a good thing if you want to separate certain units
Or it can be deadly if you accidentally speed up units closer to your tower
Size, weight and movespeed of the unit does not matter
The mechanic pulls all units with equal strength
Here's where it gets very interesting
Any unit sucked up by the Tornado, whether they're stalled or pulled to the core will still be able to attack
Provided they're within range
This holds true with melee units as well
Since it doesn't stun units, a Valkyrie can die very fast
Essentially, you'll never want to pull Minion Horde onto your arena tower
They'll arrive faster and start attacking as soon as they're within range
If your opponent attempts to kite your unit, you can cancel it out by pulling the unit back
While units are moving, the Tornado has a tough time pulling units backwards, but easily pulls them forward
There are a crazy amount of situations where both mechanics can come in handy
Since Golem's and PEKKA's have a slower deploy time, you can pull them into the other lane
It's much harder to react to this with other units since it doesn't pull them very far once they start walking
It pairs nicely with ranged splash units, it easily clumps everything up
Though not as effective as arrows, Ice Golem combined with a Tornado can take out a Minion Horde
On top of that, it pulled them away from the Hog Rider
You can potentially plant a building 4 tiles from the river
and 5 tiles from the arena tower
Then use a Tornado to force a lane switch on a Giant or Golem
Just like Zap, it kills Skeleton Army and leaves Minion Horde with a sliver of health
It can separate ground and air units quite effectively since air units have a different pathing
Unlike The Log, the Tornado can't pull ground units over the river
But does it pull air units across
Often times, Minions will fly away, escaping the Golem's death damage
But a Tornado can keep them within range of its death damage
Now this isn't an ideal scenario for your Golem
It's just an example of Tornado's potential
The Giant Skeleton's bomb takes 3 seconds to explode, so it's easy to dodge, but with the Tornado, you can keep them within range
Sucking a Musketeer away from your tower can deny her for a Positive Elixir Trade
If the units are moving, and you Tornado them
They'll resist the pull and they won't move within range of the second tower
There's less resistance when they're busy engaging an attacking
You can use small units to pull them and possibly even lane change that unit
Royal Giant is extremely difficult to counter once you've lost a tower
But you can divert the majority of it's damage using a Tornado to persuade it into the other lane
This spell seriously limits the placement of Miners
All of these tiles can force the Miner to activate the King's Tower
If a Giant is already locked onto your tower
That means he's not walking, so you'll have more pull strength
This is especially helpful if you want to reaggro him onto a different building
When an Inferno Dragon is already locked onto your tower and you don't have a stun
You can use a Tornado to pull him out of range of your tower
Pairing a Tornado with ranged units is very effective against melee units
Even a Mini PEKKA is slightly ranged
And the damage of the Tornado allows the Mini PEKKA to 1 shot the Barbarians
With this exact placement and timing, it can shut down a Mini PEKKA
When your opponent Pig Pushes, you can completely cancel it out
Then pull the Hog onto your building and kill the small units
If your enemy has a deathball coming, the Tornado can clump up the deathball, then finish it with Fireball
Despite all these crazy potential plays, you also have to be careful not to pull the units toward your tower faster
The units will still be able to attack as long as they're within range
On the flip side, if you see them play a defensive Tornado, you can use this to your advantage
and send in a Hog or Giant to speed them up
Some of these tricks require precise placement and timing
It's easy to use but difficult to master
It may not see immediate potential like The Log
Thanks for watching, stay tuned for more quality OJ