Clash Royale Wiki
Register
Advertisement


“Drags enemy troops to its center while dealing damage over time, just like a magnet. A big, swirling, Tornado-y magnet.”

The Tornado is an Epic card that is unlocked from Miner's Mine (Arena 15). It is an area-damage, air-targeting spell with a very large radius and low damage that is dealt every 0.5 seconds for 1.05 seconds. It also has a singularity effect that pulls nearby troops to the center. A Tornado card costs 3 Elixir to deploy.

Strategy

For Battle Decks with this card, click here

  • The Tornado's ability to displace enemy troops is unique compared to knockback effects.
    • Any unit that is moving in the opposite direction to where the Tornado is pulling them will resist the pull, and the unit will not be pulled as far. Because of this, the Tornado works more efficiently the slower the target troop is. For example, a Hog Rider can resist more than a Musketeer because of the speed difference. Stationary troops are heavily influenced.
    • The Tornado's pull strength also depends on the mass of a unit. A Hog Rider or Mini P.E.K.K.A are relatively light, so the Tornado will displace them further than a Valkyrie or Golem.
    • Any unit caught in the Tornado can attack as long as there is a target is in range. Because of this, ranged troops hardly suffer at all when being dragged away from their target, so it is better to pull them in closer to nullify their range advantage.
    • Charge attacks from cards like Prince and Inferno Dragon will not have their charges reset from the Tornado, which is not the case with knockbacks. The former also resist the Tornado's pull a lot more effectively than it would if it was not charging.
    • A Tornado that pulls a Bandit or Mega Knight far enough away from their target can inadvertently trigger their charge attacks.
    • Like knockback, it cannot displace buildings. The Tornado does still slightly damage them, so it can be used to finish off Crown Towers with very little health, though its Tower damage to Elixir ratio is very low; Zap, Arrows or Earthquake could be a better alternative.
    • If a troop inflicting stun effects, such an Electro Wizard, happens to to attack the units being pulled by the Tornado, the units will stagger while being pulled, resulting in a shorter pull or even no pull at all.
  • The Tornado's large radius and ability to displace enemy troops make it very versatile in offensive or defensive combos.
    • Splash troops used in conjunction with the Tornado is a devastating combination as enemy units are clumped together in the centre of the Tornado, leaving them vulnerable to splash damage. A deadly combo is Tornado + Sparky. The Tornado can clump up enemy troops and allow the Sparky to one shot or severely damage units within her blast radius. Another combo is the Ice Wizard and Tornado. The Tornado will clump up enemy troops to be slowed by the ice Wizard, helping in defense.
    • The Tornado can be used to drag defending units out of the way. This is particularly effective when trying to preserve glass-cannons to maximise damage output. Tornado is also great with Graveyard, as it can pull defending units like the Valkyrie out of the way. In a similar manner, ranged troops can be pulled towards highly damaging units to nullify their range advantage. This is even more effective if there is another unit to distract. For example, if you have an Electro Giant and Knight push, and your opponent placed a Mini P.E.K.K.A., you can tornado the Mini P.E.K.K.A away from the Electro Giant and towards the Knight, causing the Mini P.E.K.K.A to target the knight and forcing more elixir from the opponent.
    • It can also be used to drag ranged troops to any high damage dealers. This is an excellent way to play a P.E.K.K.A Tornado deck. Executioner and Wizard also pair well in the P.E.K.K.A. Tornado deck as their splashing capabilities can be used effectively with the Tornado's pull, wiping out hordes of low to medium health units. Using similar thinking, the Tornado can also pull troops to a bomb dropped by the player's Giant Skeleton or Balloon to fully defeat or at least heavily damage them.
    • Tornado can pull troops to be in line with the Crown Towers. This can allow piercing splash troops like the Magic Archer and Executioner to hit the troops while also hitting the Crown Tower.
    • Tornado can be used to pull building targeting troops towards buildings if the building is misplaced.
    • Tornado can sometimes be helpful against split lane pushes. For example, if your opponent has a Mega Knight and you responded with a P.E.K.K.A. to kite the Mega Knight away and your opponent plays a Bandit opposite lane, you can pull the Bandit towards the P.E.K.K.A such that she targets the P.E.K.K.A.
    • The Tornado can pull a Giant Skeleton away from the player's Crown Tower at the last second so that its death bomb does not deal any Tower damage.
    • For a neutral Elixir trade, it can be used to pull a Princess within range of a Crown Tower, allowing it to destroy her. However, she will still get around 1-2 hits, so this is a last resort counter.
    • If an opponent often distracts an X-Bow or Mortar with a single unit that is placed somewhat far back on their side, a pre-emptive Tornado placement can allow the siege building to sneakily lock onto the Crown Tower by pulling the unit out of the building's range. This is most easily done by pulling the unit backwards. The player should also try to Tornado the unit to the other lane if possible, so that it does not assist in defending the X-Bow after the pull. The player should try to make the Tornado's effect begin as soon as the opponent's unit is deployed, so that the unit does not resist the Tornado's pull by walking forward. While this will activate the opponent's King's Tower, the siege buildings themselves will never be affected by the activation. In the case of the Mortar, it can be combined with its splash, to hit both the Tower and the distracting unit. This is especially effective if the Tower is frail enough that a Mortar attack can finish it off.
    • The Tornado can be used to pull opposing troops backward, allowing a Giant Skeleton bomb or P.E.K.K.A. hit to connect to the Tower instead.
    • Tornado synergizes very well with the Electro Giant, as it can pull opposing troops inside the Electro Giant's damaging radius. This works best against ranged troops that would otherwise stay out of the Electro Giant's damage range like Inferno Dragon or Dart Goblin.
    • Tornado can pull a Cannon Cart away from its target. When the shielded form is defeated, it could result in its unshieded form being out of range of a troop or building that can outrange it, allowing them to defeat it without taking further damage.
    • The Tornado can be effectively used alongside the Poison. Troops will try to run away from the Poison, and Tornado will keep them inside the Poison for longer, while also dealing extra damage to them, which would be able to defeat certain troops that would otherwise survive, such as a Witch.
    • The Tornado also has a great synergy with the Rocket as it can pull troops towards a certain area. This will make the Rocket easier to place and it will be able to kill or severely weaken any card that is pulled in. For example, you can use the Tornado to pull together a Witch, Musketeer, and Wizard so that they will all be pulled to one location and be destroyed by the Rocket. The Rocket should be placed slightly before the Tornado, otherwise the low duration of the Tornado would not keep the troops long enough and they will walk out of Rocket's radius.
  • The Tornado's short duration means that a misplacement of this card can result in a fair Elixir deficit and heavy damage to the player's own Crown Towers; the player should always aim to have troops in the Tornado for its whole duration to maximize its pulling effect. To reduce the chance of a misplacement, use dragging instead of tapping when deploying the Tornado as the exact area of effect will be visible. The player can also tap and hold the spell before releasing it.
  • The Tornado's damage output is low, and is only enough to fully defeat all units with less hitpoints than Goblins. However, when combined with another low cost spell, like Zap or Giant Snowball, it can defeat them along with Minions, Rascal Girls, Princesses, and Dart Goblins. Although this is usually a negative Elixir trade, it can be useful to take out the opponent's defending swarms, especially when they are spread out.
  • The Tornado's large radius and one second duration makes it very useful against Clone. The low damage of the Tornado is irrelevant as all Clones only have one hitpoint. However, certain cloned troops will avoid being fully defeated, such as the Skeleton Barrel, which has a drop delay on its death spawn, meaning the Skeletons will still have to be addressed.
  • The Tornado can be used to activate the player's King's Tower. For most melee troops, placing the Tornado on the tile directly in front of the King's Tower and two tiles into the defending lane will cause an activation. This will allow for extra defense against future pushes, as the King's Tower is able to attack any troops that are near the Crown Towers.
    • Depending on how the opponent primarily gets Tower damage, taking Crown Tower damage in order to activate the King's Tower may be a wasteful play. For example, the Royal Giant will never be in range of the King's Tower while attacking a Crown Tower, weakening the effectiveness of the activation. Unless the player can take a substantial advantage of the King's Tower against other units, it may be better to simply use the Tornado in other situations.
    • The Tornado is especially effective at stifling Miner or Goblin Barrel attacks. If the cards are placed anywhere besides the outer corner of the Crown Tower, the Tornado can force a King activation and be able to weaken these cards much more quickly in future pushes. Even if they place their card on the outer corner of the Crown Tower to try and avoid the Tornado's pull, this is easily predictable as there is no other placement where their troop can attack the tower safely.
    • After activating the King's Tower, the Tornado should be used to pull troops towards the center in range of all three Crown Towers to maximize the defender's advantage. Cheap troops like Skeletons can be placed as well to hold troops there for longer.
    • In certain situations, the Tornado may have to be combined with a singular troop like an Ice Golem to cause a King Tower activation. A good example is against the Magic Archer. The Ice Golem distracts the Magic Archer in such an angle that it also pierces the King Tower, after being pulled to the player's side by the Tornado. However, this tactic can be prevented with an opposing Tornado by pulling the troop away from the King's Tower.
    • It is not recommended to pull highly damaging troops to the King's Tower such as the Golem or P.E.K.K.A. more than once. Extremely high-health troops will be able to survive the attacks of the three Crown Towers for very long, allowing other troops to do significant damage to the Crown Towers if unopposed. Additionally, they will likely do significant damage to the King's Tower, opening up the possibility for a back door three crown.
    • There is a more detailed blog with visualisations about how to activate your King's Tower. Click this for more information.
    • A Tornado that is 1 level lower cannot kill Skeletons in one hit. This makes it possible to activate the King Tower against a Graveyard, severely weakening future Graveyard attacks. However, it is not recommended, as it will result in the Tornado user taking more damage on their Crown Tower while activating their King Tower.

Statistics

Cost
Elixir
Radius
Radius
Duration
Time
Target
Targets
Type
Type
Rarity
Rarity
3 5.5 1.05 sec Air & Ground Spell Epic
Level
Level
Damage
DPS
Crown Tower Damage
Tower Damage
6 53 x2 (106) 18 x2 (36)
7 58 x2 (116) 20 x2 (40)
8 64 x2 (128) 22 x2 (44)
9 70 x2 (140) 24 x2 (48)
10 77 x2 (154) 26 x2 (52)
11 84 x2 (168) 29 x2 (58)
12 93 x2 (186) 32 x2 (64)
13 102 x2 (204) 35 x2 (70)
14 112 x2 (224) 39 x2 (78)
15 123 x2 (246) 43 x2 (86)

Card Mastery

Type Level/Tier Objective Reward
Damage Dealer
Damage Dealer
1 Deal a total of 70,000 Damage to enemy Troops or buildings 20 Tornado cards
75 XP
2 Deal a total of 210,000 Damage to enemy Troops or buildings 6,000 Gold
75 XP
3 Deal a total of 350,000 Damage to enemy Troops or buildings 150 Gem
75 XP
Hit Maker
Hit Maker
1 Hit enemy Troops a total of 1,350 times 9,000 Gold
125 XP
2 Hit enemy Troops a total of 3,800 times 20 Epic Wild Card
125 XP
3 Hit enemy Troops a total of 6,650 times 15,000 Gold
125 XP

History

2016

  • The Tornado card was added to the game on 11/11/2016.
  • On 15/12/2016, the December 2016 Update, increased its area radius to 5.5 tiles (from 5 tiles) and increased its pulling power to 220% (from 60%). This update also changed its description. It used to say: "Drags enemy troops to the center of the Tornado while dealing damage over time. Doesn't affect buildings."

2017

2018

  • On 25/4/2018, the Clan Wars Update, increased the Tornado‘s damage per second by 21%, but also decreased the duration to 2.05 seconds (from 2.55 seconds). It also allowed the Tornado to be placed on the river.
  • On 20/6/2018, the Summer 2018 Update, moved the Arena to unlock the Tornado from Builder's Workshop to Frozen Peak.
  • On 5/9/2018, the September 2018 Update, changed it so that Epic cards start at Level 6 and end at Level 13 (from 1 to 8).
  • On 1/10/2018, a Balance Update, fixed a bug where troops that were spawned after their parent troops died would be immune to spell damage.

2019

  • On 28/1/2019, the January 2019 Update, moved the Arena to unlock the Tornado from Frozen Peak to Spell Valley.

2020

  • On 5/5/2020, a Balance Update, decreased the Tornado's duration to 1.05 second (from 2.05 seconds), increased its pulling power to 363% (from 220%), and increased its damage by 100%. It was also changed to damage buildings. As a result, the "Doesn't affect buildings." line from its description was removed.

2021

  • On 7/6/2021, the Summer 2021 Update, moved the Arena to unlock the Tornado from Spell Valley to Legendary Arena. It also added a card render to the Tornado's card info screen.
  • On 27/10/2021, the Champions Update, increased the Level cap of all cards to 14 (from 13).
  • On 15/11/2021, a Minor Update, allowed the Tornado to deal damage to Champion cards when they activate their ability.

2022

  • On 30/3/2022, the Miner Update, fixed an issue where troops could sometimes ignore the pull effect of Tornado.
  • On 26/10/2022, the 2022 Quarter 3 Update, moved the Arena to unlock the Tornado from Legendary Arena to Miner's Mine.

2023

  • On 19/6/2023, the Card Evolution Update, increased the Level cap of all cards to 15 (from 14). It also fixed an issue with some cards continuing to attack Crown Towers after being pulled out of range by Tornado.

Gallery

Trivia

  • The word "Tornado" comes from the Latin "tonare" (tonō), meaning 'to thunder'.
    • In the Chinese language settings of the game, the Tornado's name translates to "Hurricane Spell".
  • While not available as a spell in Clash of Clans, the Tornado reappears there in the Tornado Trap.
  • The Tornado has the largest area of effect, with a radius of 5.5 tiles. This means that it is also the only card that can affect all 3 Crown Towers at once.
  • The Tornado is 1 of 7 spells which have team-colored rings on their radius, the others are Earthquake, Freeze, Poison, Rage, Clone, and Graveyard.
  • The card image shows a tornado with a pig being sucked into the tornado. On the 3D render displayed above its card info screens, 2 Royal Hogs are featured in the tornado's vicinity.
  • The Tornado is 1 of 3 damaging spell cards that does not contain the phrase "Reduced damage to Crown Towers." in its description despite dealing reduced damage to Crown Towers, with the others being Earthquake and Rage.
  • The Tornado's "Damage per second" value on its info screen in-game is erroneously doubled (its "Crown Tower Damage/sec" value is correctly noted).
  • The original concept for the Tornado was a Butterfly spell that was used for distracting troops. However, it was replaced with the Tornado due to visual problems.
  • It appeared in the picture for the balance changes in the November 2026 Update before it was officially announced that it was going to be added to the game.
  • The Tornado was featured in the winning deck of the King's Cup II Tournament, by a player called Surgical Goblin.
  • The Tornado has had balance changes that were planned for it but were not added to the game. More specifically:
Advertisement