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Mmm. It's the orange juice
What's up, everyone?
This is OJ.
The Tornado has a steep learning curve.
It can kinda be frustrating at first...
...if you have massive negative elixir trades...
...that takes up a spell slot, that does not deal DMG to buildings.
At tournament standards it deals 58 DPS,
...But let's take a closer look - It actually deals 29 DMG every 0.5 seconds
This means it takes 1.5 seconds to kill skeletons.
It is an even elixir trade, for Skeleton Army
Over 2.5 seconds, it will deal 145 damage.
Just slightly less damage than zap, essentially it can do everything that zap can.
Takes care of Bats, Skeletons, Spear Goblins or fire spirits.
And just like the Zap Spell, it does not kill Stab Goblins.
If you have minion horde coming at you,
And the only thing you have is an Ice Golem and treat the tornado like a zap spell.
You can use an Ice Golem's death damage or a Ice spirit splash.
It is a great example of how flexible this spell is.
Tornado Synergizes incredibly well with big boy splash units...
...like Bowler, Wizard, Executioner, Baby Dragon, Sparky, Rocket and even a Giant Skeleton's Death bomb
Executioner-Tornado Decks can stop the largest pushes...
...if your opponent doesn't have any spells to take care of the Executioner.
It's also one of the best way to stop a night witch and her bats
When using Executioner-Tornado, dealing a massive golem push,
You want to make sure to plant the Executioner straight.
Here's a completely different outcome the bats, Night Witch, Golem and executioner...
make YOUR Executioner attack in all sorts of funky angles.
So every single throw doesn't even splash everyone.
Even with the tornado's help.
If you are a Giant Skeleton user, it provides INCREDIBLE value.
Drawing units into the bomb, and locking them into position until the bomb explodes.
Giant Skeleton - Tornado is like an impenetrable wall in 2V2.
With so much elixir on the map, it can stop ALL the Medium Units.
During double elixir time it pairs really well with other are spell units like Fireball and Poison.
Even if your opponent has three musketeers and decides to split them at the very back,
You can always pull them back with a nicely timed fireball.
Same concept with the Rocket, except the Rocket launches a bit slower than the Fireball does.
So you will want to cast the Rocket on the Destination, THEN tornado everything into the rocket.
Charging units like the prince and Battle Ram are more resilient to the Tornado's pull-strength.
Even though a charged Prince is classified as a Very Fast like a Lumberjack,
he can resist the tornado's pull much more.
The only time units stop resisting is when they're frozen by an ice spirit or freeze spell...
or they are locked onto a target, attacking it.
Planting the tornado on this tile pulls the prince to activate the Kings tower
But this is the WORST idea in the world.
Your Princess Tower took a thousand damage.
much better way to activate the Kings tower against the prince is to bait it with an Ice Spirit...
...Then pull his frozen Majesty into this EXACT tile.
You are gonna want to stop luring stuff to the King's Tower with Big Damage Units,
or you might end up Backdooring yourself and getting Three Crowned.
Once the Kings activated, and you can use Tornado,
It's very hard to pull this off - this should be a last resort if you don't have ice golem...
Skeletons or Goblins to distract the prince
Then you can use an ice spirit and tornado to keep the prince in the center of the map within range of all three towers
Here are the basics for King Tower's Activation.
A 2.5 seconds tornado does not have that much pull as it used to.
So this tile won't activate the King's Tower anymore.
If you cast the Tornado one tile lower, it'll activate Most Melee units.
But this requires a bit of timing.
If you mess it up, it won't pull towards your King's Tower.
The knight landed two swings on your Princess tower
Casting it one tile lower is one of the best places to pull units.
It's guaranteed to activate the king tower with smaller units the knight still swings the princess twice
Now that the King's activated you have enough firepower to take out a mini tank...
...pulling it into the centre in range of all three towers.
One Advantage to tornado is that if they play a golem in the very back,
You can rush the opposite lane at the bridge
This forces them to commit to defense on that side.
Even if you don't end up taking their tower
They won't have much if any elixir to support that Golem.
Essentially with tornado if you're making a plus five elixir trade for 1500 Damage off your King's tower
This should only be done if your Princess Tower is near at full health,
and it is not double elixir time yet.
If you try this move and they have something as small as spear Goblins
And you have no elixir to take care of the spear Goblins,
It WILL take your tower.
And all that tornado did was help your opponent damage your King's tower
If they have support units, It's never worth it to pull a tank into the kings tower.
In these situations, treat it like a Freeze.
You are just wasting elixir by delaying the destruction of your tower.
Of course, if you have the right deck to counter a huge tank push,
You can take it head-on with splash-Tornado combos instead of pressuring the opposite lanes.
You just better hope they don't have lightning to snipe your splash troops
During the first moves of a match your priority should be to activate the King's tower
Even if your princess tower takes a bit of damage as long as it's not too much damage
500 damage is probably the most I would ever allow my princess tower to take.
and I would only do this if they rush my towers as their first move.
Here's a trick to avoid any damage with an ice spirit.
Luring them closer and freezing them let's you pull them to your King's Tower.
The King's Tower would have taken over 2000 Damage.
So you better be sure you're not going to lose that princess tower in this match
Once the king is activated you can use this ice-spirit trick again
Except this time you can keep the Elite barbarians one tile above the King's tower.
So they will only land one swing on it
It's really tricky, and you're trading a piece of your life force for these positive gains.
There's a ton of units in the game that can activate the King's tower.
With the hog you will need to have it get close enough to your tower.
This means it'll get hit once before activating the king.
Pulling the hog on this tile means it'll hit your kings three times
If you really want to protect your king tower
Casting the tornado one tile above the king will only let the hog hit your king two times
Once the king is activated he can assist you in taking up the hog a common mistake
I see a lot of players. Make is they cast the tornado in the center
That's used to prevent all the damage from tornado was three seconds, but it's not, it's 2.5 seconds now
To prevent all the damage done from a hog,
You'll need to cast the tornado and right before the hog reaches the princess tower
Then pull it back up with the tornado
These will all apply even if your opponent pig pushes
You can activate the King's tower and once it's activated you can completely shut down the hog
The beauty of having an activated Kings towers is that the center Zone is really deadly
This is the range of all three towers
Pulling them into this core zone takes out units like a hog unlike a cannon your opponent can't fireball it.
Check out my sight range Video if you haven't watched it yet.
Do not activate your king tower if your princess tower is already low on health
There's no exact number.
Low could mean 400 if they have rocket, low could mean 1000 if they have a big Golem beatdown deck
You just have to gauge the situation a king activation isn't always the solution.
It's usually not worth it
If it's already double elixir time.
The king's extra firepower means squat with so many troops on the map
There's a few nifty tricks to activate the king tower.
One of my favorite is to activate him with an Electro Wizard
Planting it exactly on this tile forces the E-WIZ to split his attack
So he'll have only gotten one and a half attacks on your princess tower
You're going to want to make sure to pull away units far far away
It doesn't slow or reset attacks
So range units like a musketeer will continue attacking the arena tower if you don't pull her far enough out of range
Tornado isn't really worth it because a musketeer will still one-shot your tower if you have skeletons
Or ice spirit you may as well use those instead since the outcome is the same
Executioner versus executioner: you can even out range the enemies'
Executioner since the throw distance of the axe extends farther than his range of initiation.
my executioner targets the Golem,
And it's axe flies further hitting the enemy's executioner he has an initiation range of 4.5 tiles
But once the axe is thrown it has a 7 tile reach
This is why your executioner can hit the other executioner well, it's out of range
Tornado is pretty decent at taking care of the royal giant too since it keeps him away from the Arena tower
Plant it with a Musketeer,
And he'll only land 3 shots on your tower
although depending on your opponent's elixir and what cards they have you could risk planting the musketeer a bit higher and
Actually pull the royal giant all way up. He'll only get two shots in your tower
Let's assume worst-Case scenario
You built yourself a bad deck and the only card you have is a tornado to defend.
You can cast the tornado in the opposite lane to barely pull it within range of both Towers.
This should be a last resort because he'll deal over a thousand damage to your tower
He used to lane swap with a three second tornado, not anymore
If one of your towers is down
You can lane swap the royal Giant onto the king.
this can be kind of useful if you're trying to stay alive until the timer hits zero,
And you know your king can take the damage.
if the King Tower is not Activated
You can pull not so beefy units like a lumberjack into the middle area to ensure both the Arena Towers targets your opponent's units
If it's not double elixir and your tower is high health
Just straight up let them swing at your tower to activate the King.
Time correctly he'll only slice the princess once
You can use the tornado to pull the princess into the range of a tower this won't be a good trade
But sometimes you might have a bad rotation.
Like you might only have Zap, Rocket, Pekka or tornado, this might be your best of the four
Occasionally if you have a few cards that can deal a lot of damage to the tower
But minions or say Electro wizard can shut down the push,
using the tornado to remove them from the equation allows your troop to deal a
Lot more damage to the tower.
There's almost an unlimited amount of things you can use tornado for.
In this replay, my enemy's barbarians would have stopped my battle ram from connecting
But the tornado changed the outcome completely,
and I took out the tower from 1300 to nothing.
If you have a princess planted in the back and you hear an incoming miner you can be sure that the minor is most likely
Coming after her and you can precast the tornado to not only protect her, but to activate your King's tower
When using it offensively they might have a musketeer or something near the center lane switch that troublemaker
And they won't have to put an ice golem in front of her
It's a bit riskier, but totally worth it
If they don't have anything else to address your hog or whatever you have pushing
Did you know you can activate the king tower with an executioner?
I've never seen this done in a real game, and it's a ridiculous amount of damage on your tower.
You can prevent a bit of damage from being done...
...by planting something cheap like skeletons behind the executioner,
while he's busy activating your king tower.
Let's take this a step further,
use an ice spirit to tank the first axe once the executioner is frozen
Then the tornado pulls them into the same spot, and he'll only have dealt 200 damage
Just like zap, Tornado can take out fire spirits pull the spirits back
And then kill them and keep the barbarian safe all while pulling the giant backwards
Pretty standard stuff, a giant Skeleton can be used to activate your kings tower,
but it'll deal a lot of damage to the King
you can use a tornado to pull a giant Skeleton off your tower,
so it's death bomb doesn't touch your towers at all or
You know just use a giant to tank all the hits and push the giant Skeleton off your tower
There's a time and a place for tornado
if you're trying to activate the king with Barbarians
It's not very practical
Pulling these guys with a low damage 3 elixir spell,
you'll end up taking way too much damage just to activate the king tower
But it's a completely different story when there's only 2 barbarians headed toward your tower
Maybe the two barbs died or these are the Barbarian spawns from the barb hut.
Goblin Barrel can be stopped pretty effectively with a tornado if you're using a log
This means you can save the log for their other bait cards.
sometimes planting it on this tile won't activate the King Tower.
Find that it's safer to cast the tornado inside the king tower,
...on the corner tip. This pulls the goblins far enough to stab at the King.
Once the King is Activated, you can completely shut down a Goblin barrel
Pulling it to the side. You can pull it downwards too
It depends on where they threw that Goblin barrel
Against graveyard if you're out of options
Tornado can be a last resort that can be effective at taking out skeletons.
If you cast the Tornado in the center what you're doing is you're pulling the skeletons into your tower.
This potentially makes things worse since it takes 3 ticks to kill the skeletons
What you want to do is cast tornado,
Away from your tower to take care of the skeleton,
and pull away the newly spawned skeletons from your tower, so it doesn't attack it
Generally speaking when you hear a miner to activate the king by pulling him on the tower
When the Miner is planted the very top left corner
You absolutely cannot pull the miner to activate the king. This is the safe position if you're chipping the miner
If the Miner is pulled one tile lower, it's very hard to activate with Standard tornado positions
He'll just get jammed on the tower while smacking away at your Arena Tower.
Sometimes it is worth it to be patient so you can see where he was deployed
So you have time to react accordingly and catch the tornado a bit lower.
On the topic of miners,
Once the king is activated, planting a miner on these three tiles are safe from the cannon's range of fire
To stop a balloon and to activate the king tower
Requires much more precise timing you need to wait until it's almost at your tower
This is pretty tight. Too late and your king will take a ton of damage
Use the shadow of the balloon to practice your timing.
If it's slightly too far it will float back toward the princess tower
and take It down a thousand health
Once the king Tower is activated a tornado can completely stop a balloon
But you have to wait right as the shadow overlaps onto the tower
If you pull the balloon a bit too early the death bomb will hit your tower, and you're down 300 health on the princess
If your opponent edge plants a balloon beside or above the chain,
you're going to need an ice spirit to freeze it, while simultaneously
casting Tornado on this tile
If you really don't have anything to deal with a lavaloon
At least the tornado can separate the balloon on to the Kings town
This is really Risky and should be a last resort because it brings your king tower down to 2,000 health
Ex-nado is just an absolute beast against the lavaloon.
It Always shuts down the balloon and the pups from the hound. it's the hard counter
Thanks for watching, stay tuned for more quality OJ.