Razor Vortex

> Creates a swirling area with serrated leaves, sucking enemies into the center, damage increases over time.
>
>

The Razor Vortex is an Common card. It is a spell with a wide radius, low damage, and a singularity effect that pulls nearby foes to the center. A Razor Vortex card costs 3 Oom to deploy.

## Strategy

* The Razor Vortex's ability to displace enemy troops is unique compared to knockback effects.
	+ Any unit that is moving in the opposite direction to where the Razor Vortex is pulling them will resist the pull, and the unit will not be pulled as far. Because of this, the Razor Vortex works more efficiently the slower the target troop is.
	+ The Razor Vortex's pull strength also depends on the mass of a unit. A Punch Box are relatively light, so the Razor Vortex will displace them further than a Teetoum
	+ Any unit caught in the Razor Vortex 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.
	+ Like knockback, it cannot displace buildings. The Razor Vortex does still slightly damage them, so it can be used to finish off Towers with very little health, though its Tower damage to Oom ratio is very low; Thunderous Spark, Piercing Rain or Tremor could be a better alternative.
	+ If a troop inflicting stun effects, happens to to attack the unit(s) being pulled by the Razor Vortex, the unit(s) will stagger while being pulled, resulting in a shorter pull or even no pull at all.
* The Razor Vortex'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 Razor Vortex is a devastating combination as enemy units are clumped together in the centre of the Razor Vortex, leaving them vulnerable to splash damage.
	+ The Razor Vortex 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.
	+ If an opponent often distracts an Altar of Mortal with a single unit that is placed somewhat far back on their side, a pre-emptive Razor Vortex placement can allow the siege building to sneakily lock onto the Sub 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 Razor Vortex the unit to the other lane if possible, so that it does not assist in defending the Altar of Mortal after the pull. The player should try to make the Razor Vortex's effect begin as soon as the opponent's unit is deployed, so that the unit does not resist the Razor Vortex's pull by walking forward. While this will activate the opponent's Main Tower, the siege buildings themselves will never be affected by the activation.
	+ The Razor Vortex can be used to pull opposing troops backward.
	+ The Razor Vortex can be effectively used alongside the Venomous Bite. Troops will try to run away from the Venomous Bite, and Razor Vortex will keep them inside the Venomous Bite for longer, while also dealing extra damage to them, which would be able to defeat certain troops that would otherwise survive, such as a Orannoran.
* The Razor Vortex's short duration means that a misplacement of this card can result in a fair Oom deficit and heavy damage to the player's own Towers; the player should always aim to have troops in the Razor Vortex for its whole duration to maximize its pulling effect. To reduce the chance of a misplacement, use dragging instead of tapping when deploying the Razor Vortex as the exact area of effect will be visible. The player can also tap and hold the Spell before releasing it.
* The Razor Vortex's damage output is low, and is only enough to fully defeat all units with less health than Glairon. However, when combined with another low cost spell, like Thunderous Spark or Numbing Boulder, it can defeat them along with Hastee, Ranged-Armok, and Peppa. Although this is usually a negative Oom trade, it can be useful to take out the opponent's defending swarms, especially when they are spread out.
* The Razor Vortex's large radius and one second duration makes it very useful against Ghost Tribe. The low damage of the Razor Vortex is irrelevant as all Ghost Tribes only have one hitpoint. However, certain Ghost Tribed troops will avoid being fully defeated, which has a drop delay on its death spawn.
* The Razor Vortex can be used to activate the player's Main Tower. For most melee troops, placing the Razor Vortex on the tile directly in front of the Main Tower and two tiles into the defending lane will cause an activation. This will allow for extra defense against future pushes, as the Main Tower is able to attack any troops that are near the Sub Towers.
	+ Depending on how the opponent primarily gets tower damage, taking Sub Tower damage in order to activate the Main Tower may be a wasteful play. For example, the Taradae will never be in range of the Main Tower while attacking a Sub Tower, weakening the effectiveness of the activation. Unless the player can take a substantial advantage of the Main Tower against other units, it may be better to simply use the Razor Vortex in other situations.
	+ After activating the Main Tower, the Razor Vortex should be used to pull troops towards the center in range of all three Towers to maximize the defender's advantage. Cheap troops like Skeletons can be placed as well to hold troops there for longer.
	+ There is a more detailed blog with visualisations about how to activate your Main Tower.

## **Statistics**

Ekkric
Wize
 0,5 sec