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However, there is one spell that completely breaks the established rules of the game, manipulating the physical positioning of enemy troops rather than just their hitpoints: the Tornado.
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In the hands of a Grandmaster, it is an absolute game-breaker, capable of completely neutralizing massive pushes and activating unparalleled defensive power.
+Waking the King
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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.
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The unit will hit the King once, waking him up for the rest of the entire match.
+Tornado completely hard-counters the Miner.A 3-elixir Tornado pull is often a massive positive trade.Once the King is active, you can pull enemy units to the absolute center of the map, allowing all THREE of your towers to shoot them simultaneously.
+Clumping and Splash Damage Synergy
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This mechanic synergizes obscenely well with any troop that deals splash damage (Area of Effect).
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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 UnitThe InteractionOptimal ThreatExecutioner / BowlerDrags all units into a perfect straight line to maximize the linear splash damage of the projectileMassive Beatdown pushes (Golem + Support troops)Ice WizardGroups units together so the Ice Wizard's splash attack slows the movement and attack speed of the entire enemy armyBridge Spam or fast swarm attacks
+A Grandmaster's Tool
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The Tornado is not a card you can simply drop and forget; it requires intense spatial awareness and perfect timing.
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Spend the hours required to memorize the pull tiles.
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+If you have any type of questions concerning where and how you can use [tower rush](http://171.244.15.53:3000/noeliatheodore/tower-rush3242/wiki/How-to-Coordinate-with-Teammates-in-2v2-Tower-Rush), you could contact us at our own web page.
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