It should be used before an attack instead of during one. The tornado will wander randomly about the target area for twenty seconds before disappearing. Since it wanders around, it should be cast in the middle of an enemy town to maximize damage.
Tornado has a damage cap based on 4 different variables, which are civilian units, soldier units (includes human units, myth units, and heroes all under the same category), buildings, and herdables. All 4 can be damaged independently, i.e.; reaching the cap of damage to civilian units won't prevent soldier units from taking damage. Armor will reduce the damage taken from the tornado, but damage will not stop until the cap is reached, or if the tornado has disappeared. The damage caps are as followed:
- Villagers 608 damage
- Soldiers 1512 damage
- Buildings 8066 damage
- Villagers 304 damage
- Soldiers 306 damage
- Buildings 1212 damage
Tornado classifies the caster and all their allies into the 'ally' category, and all enemies into the 'enemy category'. Having 2 separate enemy units/structures in the path of the tornado will share the same damage caps. The enemy and neutral category are separate. For example, the player could do up to 8066 damage to enemy buildings, and up to 1212 to their own, for a total of 9278 damage overall to buildings.
Damage from the tornado is spread between targets. For example, a tornado cast on 9 enemy, full health villagers (without a relic boosting their health) would kill all of them. However, if there was 10 or more villagers on that location, all 10 would survive, albeit all very low health. Likewise, it would theoretically be possible to kill 80 villagers at once with tornado, should they all be in the damage radius with a combined remaining health of 608 or under.