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The Reach ability is a game-changer in Splinterlands that lets your monsters attack from the second position. This makes it super useful when you're setting up your lineup or by simply making your tank a tad bit tankier by adding a monster in front. Understanding how to use it can really make your team shine.
Some monsters can swing the tide of battle when given Reach like Coastal Nymph when paired with a strong frontline tank. They deal melee damage from a spot that usually doesnβt take damage which adds more firepower to your lineup while keeping them in a safe position.
This battle is simpler than a lot of my other battles. Not because it's simpler means it's worse. This battle showcase what you can use Maneuvers rule of combat for during the times you can't unleash that beast of a monster you have called as a carry.
Really expensive for a Chaos Legion card. Kelya Frendul is one of the rare summoners that are on the expensive side because of how much that extra armor can benefit your team. A lot of good players uses her for Water Splinter despite the simplicity of her abilities.
Still expensive if you are to ask me. Some summoners, you can get for less than 8 DEC per day at max level while Kelya Frendul is almost 3x the cost. The reason is there's higher demand for her and she is actually stronger than other summoners.
I'd say he's in an expensive mark for me. He isn't a carry and while you can and will use him a lot, I think his price should be around $5 worth for his stats and abilities.
It's okay. Rare summoners are decent. They don't need as much card to level up as common summoners nor their cards per piece is as expensive as Epic or Legendary summoners. They are in the okay state for me.
π Abilities π
+1 Armor. All friendly monsters gain an extra armor for this battle.
The extra armor can serve as an extra layer of health in a lot of situation. Armor's mechanics is weird. If your opponent has 10 damage and your monster has 1 armor, that 10 damage will all go to armor and leaves your health unscathed. This works for both melee and range damage.
+1 Speed. All friendly monsters gain an extra Speed for this battle.
The extra speed is good but not always. This only increases the chance that your opponent will miss their attacks but it's not a sure way for them to miss.
Really good stats for a tank. While he doesn't deal a lot of damage, the low mana cost is good for when fighting in limited mana cap like in this battle. The health is good as well since he has Heal ability and can be a great potential if you have summoners or monsters that can increase this monster's health.
π Abilities π
At level 2, Heal is unlocked. [Support] At the start of this monster's turn, restore the its health by 1/3 of its max health.
The higher the max health of your monster, the higher the restoration from Heals as well. For 4 mana cost and 8 health, this monster is a really good monster for a tank. If you have a monster with Strengthen ability, you can increase this heal amount by 1.
At level 6, Void is unlocked. [Defense] Monsters with Void ability reduces the incoming magic damage by half. If the damage is 1, before the effect applies, the damage is negated and becomes 0.
Good ability against magic damage. It works well with Heal ability. It reduces all magic damage this monster gets by half which is really good for a tank.
At level 8, Magic Reflect is unlocked. [Defense] [Damage] Any opponent's monsters with magic damage that attacks this monster will take magic damage back by half the amount.
It's a strong ability if your opponent has a lot of magic damage because this ability also passes through armor.
22 Mana Cap. Total mana cost of all monsters must not exceed 22 mana.
All summoners and monsters are unavailable except for RuleFire, Water, Earth, Life, Dragon
Splinters Summoners and Monsters other than from these Splinters cannot be used during this battle.
Silenced Summoners Rules of Combat Tips:Try to use summoners with low mana cost since that summoner will not activate its attack either way.
Maneuvers Rules of Combat Tips:This is an excuse to have your carry be protected. You can use any tank then behind it is your other melee carry like Quora Towershead and that would lead you to victories.
Kelya Frendul: Kelya Frendul wasn't really helping in this battle because of Silenced Summoners rule of combat. The high level though is good so I can use my high level monsters.
Halfling Refugee: One of my favorite 1 mana cost monster. Low mana filler that has 6 health. The Weary debilitation isn't really a big deal because I will use this monster whether he can attack or not just because it has 6 health at 1 mana cost.
Xenith Monk: Placed on the 2nd position because of Reach ability given by Maneuvers rule of combat. He's good overall but nothing special.
Djinn Oshannus: I am glad I had him at max level. The 3 magic damage is really good as it passes through armor which allowed me to reduce the opponent's health consistently.
Spirit Hoarder: I was thinking the opponent would use some Sneaks ability but I was wrong. He just died early because of the opponent's Opportunity ability.
Igor Darkspear: A really efficient low mana cost unit with Stun. Stun allows your opponents to skip their turn when this is applied to them. For a 2 mana cost unit, this is a really strong ability if it applies.
Spirit Hoarder doesnβt really have a good combo in this game. Angelic Mandarin does the same thing and has higher health as well and works good with monsters with Void ability because Angelic Mandarin has Silence ability. It's not a big deal but it's a better choice.
The only reason I did this is because I can use Halfling Refugee as a filler to make Xenith Monk survive a little longer. Regardless of the positions, I just didn't have a really good mana cap to play with and add stronger monsters so I kind of got stucked with the monsters I played in this battle. Everything worked great so it's okay. This is not my best lineup though.
This post is an entry for Splinterland's Battle Mage Secrets contest.
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