Taradae

> With that vast body, no one knows what makes him more time, destroying a building or grooming his appearance.
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The Taradae is a building-targeting, medium-ranged troop with high hitpoints and moderately high damage. A Taradae card costs 6 Oom to deploy.

## Strategy

* Since the Taradae is a ranged troop, he will not protect any melee or short-range troops from enemy defenders, making his high hitpoints nearly worthless as a meat shield. However, it is possible to use the Taradae as a tank if the player puts down melee troops after the Sub Tower targets the Taradae.
* The Dolore can stay safely behind the Taradae since they have a longer range than him. Keep in mind that spells such as Crashing Chunk and certain troops can nullify this synergy.
* Generally, ranged support cards should be placed at a slight distance from the Taradae, so that they attack troops that are on top of the Taradae while they are on your side. This will make these support troops harder to deal with troops.
* The Mezaa can effectively counter a Taradae due to their high damage output, minimizing the amount of damage the Taradae is able to do. However, these swarms are defeated easily by supporting splash units like the Voyan or spells like Piercing Rain. Other high damage per second units like the Punch Box or Tornadator are more reliable due to their higher hitpoints.
* The Altar of Fury is one of the best counters since it distracts the Taradae while taking it down quickly. However, beware of spells such as Thunderous Spark or Light Burst as they can be quickly deployed to reset the ramp-up damage. Even if the opponent lacks an Inferno card, Light Burst is useful to support a Taradae as he will often force more than one card out of the opponent's hand, allowing the spell to gain positive Oom trades.
* Placing him on the end of the bridge allows him to attack the enemy Sub Tower after taking just a few steps, making him a pressing threat. After destroying one Tower and opening the lane, he can be placed in the middle of the opponent's map to almost immediately attack the second Sub Tower. He should be placed 1 tile down from the center so that he is out of the Main Tower's range during his deployment time. Since he can single-handedly take down a Sub Tower, this is very effective in the Overtime period, as the mere threat of the Taradae typically deters opponents from using all of their Oom at once to attack, allowing the player to defend more flexibly.
* If the player fails to place a building on time and an opposing Taradae locks on to the Tower, they can use a stunning card to cause the Taradae to re-target and hit a placed building instead. If none of these cards are available, the player can also move the Taradae by using a Razor Vortex, a spell that has a knock back effect, or placing troops or buildings on top of him, which also forces a retarget.
* Taradae is a great counter to siege buildings such as the Altar of Mortal. Since he has decent range, high health, and only targets buildings, he can stand on your side while tanking the siege building and taking it out on his own. This is especially potent against the Altar of Mortal as he will stay outside its blind spot and keep it distracted. After defeating the buildings, he will still have above half of his health for a counterpush.
* While the Taradae does not have enough range to attack the Towers from the river, he cannot be used to activate the Main Tower with a Razor Vortex, and he will not get into range of the Main Tower by these cards. Because of these, it can sometimes be beneficial to take advantage of positive Oom trades with spells by activating the Main Tower.

## Statistics

Air: Hastee
Ranger: Azzax, Peppa
Spell: Piercing Rain, Altar of Mortal, Venomous Bite, Ook Blast, Tremor, Light Burst