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This is a game highlighting the strengths and weaknesses of Heavy Hitters rule of combat. Honestly, I don't like such rule of combat (and ability) because it requires a lot of preparation and also a lot of very specific interactions.
Also, while renting cards to use on this challenge, I noticed that there are a lot of monsters with Stun ability in Alpha and Beta series. Therefore, this Heavy Hitters rule of combat might be better if you are playing in Wild Format.
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You can get a level 2 Xenith Monk for $0.76. Upgrading your Xenith Monk as fast as possible is very advantageous as you get a Heal ability unlocked at level 2 which is very strong in low mana cap combat.
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If you don't have any budget, you can rent a level 2 for 1.05 DEC per day. A level 2 is enough since you only need to unlock that Heal ability. Otherwise, if you're playing in Gold and up, you might want to get at least a level 5 for the Void ability.
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This is one of the weirdest card I've seen. It sells from $0.24 to $0.57. The worst part is there's only level 1 on the market. So, if you need a higher level, you might want to get a higher level, you can only buy singles until you get the level you want.
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The rental part though is very different. You can rent a level 4 for 3.21 DEC per day. It unlocks a Fury ability which is very useful to break those Taunt monster-centered lineups.
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Xenith Monk's damage is very bad at 1 but his tankiness is not from his stats but from his abilities. The heal unlocks at early as level 2 but if you're looking for damage, you might want to look a level 5 Xenith Monk.
Abilities
At level 2, Heal is unlocked. Heal restores a third of the monsters health at the start of his turn. The higher the max health of the monster, the higher the heal is as well.
At level 5, Void is unlocked. Void halves all magic damage the monster gets. If the damage will be reduced lower than 1, the damage is negated.
At level 8, Magic Reflect is unlocked. Magic Reflect returns half the magic damage it gets back to the attacker. I'll be honest though, I am not sure if the damage returned is before or after any damage reductions.
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Technowizologist is a monster I don't normally use. The reason is that he's a magic damage type and Fire Splinters are more melee focused type due to Tarsa.
Technowizologist has 2 magic damage, 2 speed, and 4 health at 6 mana cost. He also gains an extra magic damage starting at level 6.
Another thing I would say is I think if I am going to use this monster as a core monster, he would only be good when he's at level 8 unlocking the Camouflage ability. Otherwise, I don't see myself using this monster at all.
Abilities
At level 1, Stun is unlocked. Monsters with Stun ability has a 50% chance of inflicting stunned status which skips the opponent's next turn. Abilities that happens at the start of their turn such as Heal is also skipped for that turn.
At level 4, Fury is unlocked. Monsters with Fury ability deals double damage to enemies with Taunt ability.
At level 8, Camouflage is unlocked. Monsters with Camouflage ability cannot be targetted by attacks unless they are in the first position. This is a very good ability if the monster has an ability that is worth protecting.
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Click the link below to see the full battle:
https://splinterlands.com/?p=battle&id=sl_fd004a81ab36e702055df90b84e60497
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13 Mana Cap. Total mana cost of all monsters must not exceed 13 mana.
Broken Arrows Rules of Combat. Monsters with Range damage type are not allowed to be used during this battle.
Heavy Hitters Rules of Combat. Gives Knockout Ability to all monsters on the board that doubles damage to monsters under stunned status.
All elements unlocked except for water Elements. Summoners and Monsters from this element cannot be used during this battle.
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Monsters in RED are my opponent's. Those in BLUE are mine.
Rounds 1, 2, 3, Technowizologist stunned Cursed Windeku for 3 turns.
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Summoner: Qid Yuff: Gives Piercing ability to all allies allowing you to inflict excess armor damage to health.
Yes. Technowizologist honestly saved my life in this game. He stunned Cursed Windeku three times saving me 6 total health in 3 turns. This allowed my Xenith Monk's Healability to regenerate health from the Thorns damage while dealing damage to Cursed Windeku.
Qid Yuff to Tarsa. At this fight, having Qid Yuff doesn't really have any effect since Xenith Monk only has 1 damage and Technowizologist has magic damage type and passes through armor.
I used Qid Yuff here for the level. I didn't rent a high level Tarsa and the available is Qid Yuff. That's why I used Qid Yuff on this battle.
Yes and no. I like Technowizologist on this rule of combat because of Stun's weird mechanics. Stun has 50% chance of activating when hit. That's the keyword, "When hit." This means melee and range damage types that "can miss" have a lower chance of activating Stun ability. Magic damage, on the other hand, doesn't miss so it has higher chance of activating Stun.
Once stunned, that's the only time the Knock Out ability from Heavy Hitters rule of combat will activate doubling the damage taken of stunned targets.
Xenith Monk, on the other hand, benefits from the bonus damage. While it's not much, it's much better than nothing.
If I seem to forget to cite other sources, this would be unintentional. Please leave it on the comments below to be added in the post. Thanks.
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GΣ¨Σ¨D αΠ¦αK ΞΠD KΣΣP GΠ―IΠDIΠG!