Add The Power of Tornado in Tower Rush
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<br>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.<br>
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<br>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.<br>
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The Early Activation
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<br>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.<br>
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<br>The unit will hit the King once, waking him up for the rest of the entire match.<br>
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Every single time they play a Miner, pull it to the King Tower for a free activation.You spent 3 elixir to completely nullify their 4-elixir Hog Rider AND gained a permanent defensive buff.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.
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Maximizing Area of Effect
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<br>This mechanic synergizes obscenely well with any troop that deals splash damage (Area of Effect).<br>
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<br>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.<br>
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The Combo CardExecutionOptimal 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
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Mastering the Geometry
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<br>The Tornado is not a card you can simply drop and forget; it requires intense spatial awareness and perfect timing.<br>
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<br>Spend the hours required to memorize the pull tiles.<br>
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