The tips and possible advises in this article are designed for Bronze League, in which I am in right now.
Giant Alpine Skink has really good stats for a tank. He is faster than normal with the 5 Speed but that also combos with one of his abilities. The nice 9 health and 5 melee damage for an 8 mana monster is a good combination as well. The 8 mana cost is a decent number for a tank that can deal huge damage and overall, if you get Giant Alpine Skink to max level, you can certainly get good results with him.
Giant Alpine Skink's best ability is still the Shield ability because it's reliable when your opponents have a lot of melee and range monsters. Unlike Phase or Stun, the Shield ability does not rely on chances. There's no chance that Shield will not apply if the opponent's melee or range monster attacks Giant Alpine Skink making it one of the best defensive abilities in the game.
Earthquake |
All non-Flying monsters on the board takes 2 melee damage at the start of every round: Earthquake deals damage each round, but Shield helps lower that damage for Giant Alpine Skink. This gives him a big edge because others lose health faster. While having no Flying in this battle is not ideal, you can still make due with just Shield ability. | |
Heavy Hitters |
All monsters do double damage to opponent's monster that has Stunned status: Heavy Hitters gives double damage on stunned units and Giant Alpine Skink can do the stunning. When Giant Alpine Skink lands a stun, all of your monsters can now deal twice the damage to that monster and makes the opponent melts faster than normal. This modifier makes his Stun much more important than normal. | |
Equalizer |
The Max Health of all monsters on the board will be equal to the Max Health of the monster with the highest max health: Equalizer gives all monsters the highest health on the board which helps Giant Alpine Skink a lot. Since he deals big damage, he can make the most out of the extra health. This makes him even better at becoming a tank. |
Flank: [Attack Modifier] Melee monsters next to this card gains Reach ability. This monster must be on 1st position to activate this effect. Tips: Flank ability gives Giant Alpine Skink extra help in the front without losing his damage spot. This allows another tank to stand first while he still get some hits while acting as a second tank. It keeps him dealing those huge damage while staying safer. |
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Tank Heal: [Support] At the start of this monster's turn, restore the friendly monster's health, that is on 1st position, by 1/3 of its max health. Tips: Tank Heal lets Giant Alpine Skink stay up longer while he blocks and hits. Healing keeps his Shield more valuable which means less damage over time to your team. With healing, he becomes very hard to take down immediately which means your team being harder to die. |
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Life Leech: [Stat Modifier] When this monster damages an opponent's health, increase their max health by half the damage. Tips: Life Leech works well with Giant Alpine Skink because he hits hard and often. The more he hits, the more health he grows. His speed also helps so his big hits do not miss while avoiding the opponent's melee and range attacks and also magic attacks when Giant Alpine Skink also have Phase. |
In this match, the goal was to let Shield and armor carry most of the damage from Earthquake. Giant Alpine Skink could survive longer because it takes less damage from melee and range damage and from the Earthquake damage as well. While they stay alive, I'll have the other monsters from the back deal damage from different directions. Spreading the damage using Sneak and Snipe will be useful as Earthquake deals damage to all monsters at once and not one monster per round.
At first I thought I would lose this battle because the opponents have high health units and also a flying unit to counter Earthquake damage. Then, after a few attacks and a few earthquake damage, my team starts to win. Giant Alpine Skink and Coralforged died after round 2 but good thing is that my team have good enough health to still survive after my first two tanks fall. I think one of the biggest mistake of my opponent is not relying more on that Inspire and not using more melee units because my armor will surely be removed by a round of Earthquake then he's free to attack my units with their higher melee damage.
The Giant Alpine Skink is already good at low levels but he becomes even better when he has higher health and better abilities. With more health, his Shield makes him last much longer than other tanks. This lets him stay in the fight more while your team deals damage safely behind him.
Earthquake can be a real problem in many battles especially when fights last too long. However, if your team can hit fast and hard to finish the opponents early, you do not need to worry much about it. The key is to have a team that can quickly eliminate the team while Giant Alpine Skink protects them and end the fight before Earthquake damage takes too much from you.
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