Fireballs, Rockets, Logs, and Arrows are simply different flavors of destruction.
In the hands of a novice, it is a confusing, low-damage waste of 3 elixir that often accidentally pulls enemy troops closer to their own tower.
The Early Activation
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.
Having the King's massive cannon firing alongside your Princess towers provides an overwhelming defensive advantage, completely ruining the opponent's ability to deal chip damage for the next three minutes.
- A Hog Rider pull is different from a Balloon pull.
- 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).
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.
| The Splash Unit | How it Works | Best Used Against |
|---|---|---|
| Executioner / Bowler | Drags all units into a perfect straight line to maximize the linear splash damage of the projectile | Massive Beatdown pushes (Golem + Support troops) |
| Ice Wizard | Groups units together so the Ice Wizard's splash attack slows the movement and attack speed of the entire enemy army | Bridge Spam or fast swarm attacks |
Mastering the Geometry
A bad Tornado will actively lose you the game by pulling a massive P.E.K.K. If you loved this article so you would like to be given more info regarding tower rush nicely visit our site. A directly onto your vulnerable tower.
Spend the hours required to memorize the pull tiles.