Overview
Tornado is a 3-elixir Epic spell that pulls enemies toward its center while dealing damage over time. With 55.0% win rate and 13.8% usage, it's the most skill-intensive spell in Clash Royale. Its defining feature is King Tower activationâpulling enemy troops into your King's range to wake it up early, giving you a permanent defensive advantage. The pull strength is level-independent, meaning a Level 9 Tornado pulls just as hard as Level 16. Tornado doesn't damage buildings, so you can pull troops near your tower without risk.
Strategy
When to Play
Tornado shines in two scenarios: King Tower activation and splash damage synergy. For activations, wait until the enemy troop is 2-3 tiles from your Princess Tower, then place Tornado on or near your King Tower. The pull drags them sideways into King range. For splash combos, group enemy troops together so your Executioner, Wizard, or Magic Archer hits everything at once.
Placement Fundamentals
The center of the Tornado is where troops get pulled to, not where you place it. For King activations, place the Tornado center directly on your King Tower or 1 tile in front of it on the side being attacked. For grouping enemies, place it behind the tank so support troops get pulled into the tank, then splash hits everything.
Synergies
Tornado + Executioner is the classic comboâgroup enemies and Executioner's axe hits them all twice. Magic Archer + Tornado creates devastating geometry where the arrow pierces through grouped enemies into the tower. Splash tanks like Mega Knight and Valkyrie benefit massively from enemies being grouped at their feet.
Matchups
Strong Against
- Hog Rider: King Tower activation completely changes the matchupâHog now faces two towers every push
- Balloon: Pull Balloon to King Tower; even without activation, you buy time for your anti-air to connect
- Graveyard: Pull Skeletons away from your tower or group them for a spell
- Miner: Activate King Tower on first Miner, then it helps defend every subsequent Miner
- Goblin Barrel: Pull Goblins to King Tower for activation and free damage
Countered By
- Split-lane decks: Three Musketeers and Royal Hogs split pushesâTornado can only affect one lane
- Spell bait: Multiple small threats mean Tornado can't address everything
- Beatdown with Lightning: They'll Lightning your Executioner/Wizard before your combo works
Tips
Hog activation timing: Wait until Hog Rider is mid-jump toward your tower (about 2-3 tiles away). Too early and he walks around the pull; too late and he lands hits first.
Balloon pull priority: Against Lava Hound + Balloon, always pull the Balloonâit's the real threat. Let the Lava Hound reach your tower; Pups can be handled separately.
Magic Archer geometry: Place Tornado so enemies group in a line toward the tower. Magic Archer's piercing arrow then hits the group AND the tower behind them for massive chip damage.
Don't over-activate: One King Tower activation is enough. Pulling every single Miner or Hog to King wastes Tornado valueâuse it for splash combos instead after activation.
Giant/Golem pull: Against beatdown, pull the tank to the center so BOTH Princess Towers target it. This splits tower damage but often saves a tower from a overwhelming push.
Anti-Sparky pull: Pull Sparky into the middle. Both towers target it, and you have more time to drop troops while it charges.
Royal Giant activation: Activate King early against RGâthe extra DPS matters enormously since RG out-ranges buildings.
Common Mistakes
Activating King multiple times on same troop type: Once King is awake against Hog, stop using Tornado on Hog. Save it for splash combos or emergencies.
Wrong activation placement: Placing Tornado on the enemy troop instead of on your King Tower. The center is the destination, not the starting point.
Pulling Lava Hound to King: The Hound itself does minimal damage. You've just activated King for 7 Lava Pups to farm. Pull the Balloon instead.
Using Tornado without splash follow-up: Grouping enemies does nothing if you don't have damage to capitalize. Without Executioner/Wizard/splash, Tornado is just 3 wasted elixir.
Ignoring spell damage interactions: Tornado's pull brings enemies INTO spell radius. Time Fireball or Poison with Tornado for full spell value on grouped troops.
3 Elixir