Epic Card: Tornado
Clash Royale is purely an intense game for all ages. The mix of offense, defense, and support cards make it truly impeccable. What makes the game stand out even more is the frequent additions. Mastery is the key to winning in Clash Royale. This means, players need to familiarize each card for them to counter-attack. The Tornado is one of the many recent updates in the game.
The Tornado can be unlocked once the builder’s workshop is reached. The developers even give out great price cuts to encourage their players to purchase it. The question now is, “Is it worth the cost?”
The PROs of the Tornado:
The Tornado deals damage similar to that of Zap. The only difference is that it has the ability to either push or pull troops within it’s range. It would take three ticks in order to kill a skeleton army. Another advantage of this spell is that it can pull both ground and air troops. Players can use this to their advantage especially when in the center stream. Placing a tornado in between would separate the ground and air force apart. This is due to the fact that ground units cannot cross the river while the air units can.
Delaying enemy troops via the pulling force of the Tornado upon dropping is essential. Players can even change the lanes of the opponent’s troop sometimes. There is no need to worry about damaging and waking the King’s Tower because the Tornado does not deal damage to structures.
Having mentioned that the Tornado inflicts damage same with the Zap card, it is best against hordes of opponents such as the Minion Horde and the Skeleton Army. By placing it on the center, the minions will be out of reach from the crown towers. With their minimal health, the crown tower can take care of them with ease.
The Pulling Effect: Put it close to the core and the units within its range will be dragged to the center of effect. If players would carelessly deploy the Tornado on the edge of its range, the units will resist the pull. However, if you place the Tornado in front of the unit’s path, it will aid significantly in speed. This is comparable to that of the Haste Spell. It can be worked out to an advantage by separating a bunch of enemy units from each other.
Size and Quantity does not affect the pull effect. All of the units within its range are pulled at the same strength. Players can pull units that have slow deploy time out of its designated path. The Golem and the P.E.K.K.A. are a few to mention. Although those that deploy quick can resist the pull as it is not strong enough to enable such feat. The giant bomb deploys three seconds after a Giant Skeleton is killed. So with the help of the Tornado, units are kept within the radius of explosion.
Those sneaky miners can be pulled on to the center to active the King’s Tower. To wrap the advantages up, the Tornado works best against melee units. A good strategy is to clump them together then releasing a fire ball.
The CONs of the Tornado:
Any unit that gets sucked by the tornado will still be able to attack and deal damage. This is why you have to avoid using melee units against a vaccuumed horde of troops. A valkyrie will die faster if melee troops are pulled as she would be hit significantly. There is no slow effect when it comes to attacking upon the Tornado is taking place.
Never pull hordes towards your towers because it will cause them to destroy them even faster. Another great thing to remember is NOT to pull an enemy Sparky towards your structures. It just calls for a suicide.
The Best Execution:
While the tornado is busy delaying the advancement of the enemy troops it would be best to partner it up with a card of pure damage. This is none other but the Wizard. Compared to the other melee troops that can deal splash damage, the Wizard also does such, but with long range. Taking down those stubborn summoned units or hordes has never been so easy!