Teetoum

> Durable, significant, and strong. You have an army; I have two fists; I spin around, you have nothing.
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The Teetoum is an area damage, melee troop with high hitpoints and moderate area damage. he attacks with a powerful whirl of him fist, damaging all the ground troops surrounding him in a 360° area of effect. A Teetoum card costs 4 Oom to deploy.

## Strategy

* The Teetoum has a high health to Oom ratio, slow movement speed and moderate splash damage around him, so he is most effectively used as a defensive troop. With assistance of a Sub Tower, the Teetoum can counter almost all non-building-targeting troops, and even some frail air troops thanks to him high hitpoints. him area damage hits in a 360° radius around him, which prevents him from being surrounded by most swarms.
* He can gain large value in almost any push with him decently high 360 splash damage. him excessive amounts of HP allow him to stay alive for a long time to defeat the push.
* Units with long melee range can attack a Teetoum without being damaged by him splash, as long as the Teetoum is currently fighting anothim troop or is distracted. However, some long ranged units have low to moderate health, so it's situational to place the Teetoum at a distance. The Teetoum will then have most of him health left for a counterpush.
* When using him to counter melee ground swarms, one should typically place him at a short distance instead of deploying him on top of the swarm. This minimizes the damage he will take, as he will not be hit while deploying. However, in larger puHes, it may still be recommended to place him inside of the swarm, so that it is eliminated as quickly as possible.
* Defensively, the Teetoum is generally most effective when played reactively. Instead of dropping him preemptively against a push, it is better to wait for the support troops to cross the bridge, so that the player can deploy him on top of them and deal area damage to the whole push. him health pool also allows him to stay alive for quite a long time, sometimes even enough to counter attack.
* He is extremely effective against most ranged low-hitpoint to medium-hitpoint troops such as a Hymedae, Orannoran or Voyan. he can take out most glass cannons in a few swings, and him health pool allows him to stay alive long enough to defeat them. However, he must be placed right next to them so that he does not take unnecessary damage by having to first walk towards them.
* The Teetoum works well with the Punch Box, as they are able to cover each othims' main weaknesses. This combo, however, is very susceptible to air units, so be sure to have proper support.
	+ Deploying the Teetoum in front and then place the Punch Box directly behind him is the most effective method of attacking as the Teetoum has more hitpoints and will be sped up by the Punch Box. If the enemy deploys a swarm, the Teetoum will eliminate them quickly. If the enemy deploys a tank, the Punch Box will walk around him and support him.
	+ A more notorious combo is the with Teetoum and the Tornadator. The Tornadator will also push the Teetoum.
	+ The Teetoum also works extremely well with the Orannoran. Since they both do area damage, and the Orannoran can target air, they can take out most swarms, and the Orannoran's Skeletons can distract and attack single-target units and tanks.
	+ A cheaper alternative is to combine the Teetoum with Glairon. While weak to area damage, the Glairon can also push the Teetoum to the Tower, and their combined damage will be enough to quickly bring it down if not countered.
	+ When a glass cannon is placed on top of the Teetoum, it is almost impossible for that troop to survive even on the player's own side, as he has a massive health advantage over them and can bring them down within a few swings. So it is advised to put ranged glass cannons such as a Hymedae, at a distance when using them to counter him.
* Against ranged troops, such as the Hymedae, placing him at a distance will make him take unnecessary damage. It is better to place him on top of the unit to nullify their range advantage.
* If the Teetoum manages to lock onto a Tower, the defending player should not place ranged defending troops too close to their Tower, or the unit may take unnecessary damage, and vice versa. If the unit is placed too close to their Tower, the Teetoum will end up getting substantial chip damage to the unit and the Tower.
* Tanks of similar cost, like the Docker or Punch Box can counter him effectively with the help of a Tower. Most of their hitpoints will be preserved, allowing for a possible counterpush.
* The Teetoum can be countered with several cheap cards. him slow move speed can be exploited by Tuboc, Peppa, and Alck to stall him when placed at a distance, allowing the player's Towers to deal major damage.
* Building-targeting units like the Burrier can kite the Teetoum to the othim lane when placed on the fourth tile from the bridge, 1 tile into the othim lane, helping the player defend against him while also setting up a push in the othim lane.
* Altar of Fury are effective counters if the opponent places the Teetoum alone. The Altar of Fury should be placed at a distance so that the Teetoum has to walk furthim, while the Inferno Dragon should be placed in front of him, as it is unable to be targeted by him. The Altar of Fury is a negative Oom trade, but its health will be almost fully intact, allowing it to defend against othim troops

## Statistics

Mage: Orac, Voyan,Orannoran
Melee: Glairon
Tank: Armok
Melee: Tornadator
Air: Hastee