This unit isn't flashy. It's a simple unit with a simple idea, dominate your opponents with brute force and damage. This tank not only keeps your team safe but can also kill your opponents in one shot. Chaos Golem is not something a lot of players uses but if they did, be prepared to be in a world of hurt.
The pride of the chaos animator Tenni Mayla, the formidable chaos golems are a blend of magic and mechanics that serve the Chaos Empire as voiceless, tireless, and highly lethal sentinels.
They act as an extension of Tenni's will and, subsequently, tend toward a nefarious streak.
https://splinterlands.com/card-detail/619/regular/12?tab=lore
Chaos Golem is a strong frontline tank because it has high damage, good armor and big health so it can take hits while hitting back hard. Its abilities let it punish enemies who attack it making every attacks toward Chaos Golem a dangerous one. Chaos Golem works best with other units that affects his melee attacks to help it hit harder and more accurate.
| Icon | Name | Description |
|---|---|---|
| Return Fire | When hit with a Ranged attack, Units with Return Fire will return half the damage (rounded up) back to their attacker. | |
| Enrage | This Unit has 50% bonus Melee attack and Speed when not at full health. | |
| Retaliate | When hit with a melee attack, Units with retaliate have a 50% chance of immediately attacking their attacker. | |
| Icon | Name | Reason |
|---|---|---|
| Aim True | All units gain True Strike (attacks will never miss). | |
| Aim True is great because Chaos Golem wants all of its big melee hits to land. When everything becomes a sure-hit, its damage becomes more reliable and Retaliate is also more useful. This rule lets Chaos Golem apply damage more consistently across all of its abilities. | ||
| Fog of War | Units lose the Sneak and Snipe abilities. | |
| With Fog of War, all attacks come from the front so enemies are forced to hit Chaos Golem. This activates both Return Fire and Retaliate more often which gives Chaos Golem more value when those attacks are melee and range. It also keeps the fight simpler where Chaos Golem’s stats can help the most since Chaos Golem is also a tank att its core. | ||
| Lost Magic | Units with Magic attack may not be used in battles. | |
| Without magic attackers, Chaos Golem only deals with melee and ranged hits which its abilities counter well. This gives Chaos Golem more chances for both Return Fire and Retaliate. Its armor also help it lasts longer because no attacks will be ignoring the armor like magic attacks. |
| Icon | Name | Reason |
|---|---|---|
| Briar Patch | All units have Thorns (returns 2 damage to attacker when hit by a melee attack) | |
| Thorns is a big problem because Chaos Golem relies on melee hits. Every attack means free damage back which reduces Chaos Golem’s armor and health. This affects both his normal melee attacks and Retaliate which means double the problem for Chaos Golem. | ||
| Reverse Speed | Units with the lowest Speed attack first and have the highest chance of evading attacks. | |
| Reverse Speed makes Chaos Golem’s high speed from Enrage a disadvantage. This means slower enemies hit first and Chaos Golem can also miss more. These misses both applies to melee and Retaliate. | ||
| Unprotected | Units do not have any armor and do not get armor from Abilities or Summoner Buffs. | |
| Unprotected removes armor which is half of Chaos Golem’s defense. Without armor, Chaos Golem reduces its health too fast which makes it more vulnerable as well as a tank. This also reduces the number of times Return Fire and Retaliate can activate. |
This battle is one of my favorites. The current rule is Counterspell which adds Magic Reflect to all units. Magic Reflect returns half of magic attack back to the attacker. This means that this battle will discourage the use of magic attacking units. With that in mind, my strategy is clear. Focus on melee and range attacks. The mix of Death element and Fire element are good at making the enemy weaker. With Dark Arborist and Emberguard, both of their Demoralize will reduce the enemy melee attacks by 2. For the range attack, I have Chaos Golem with its Return Fire dealing half of the range attack back to the attacker. This strategy on Counterspell rule covers all attacks, melee, range and magic which gives the enemy team a huge disadvantage whatever they do.
Images were taken from Splinterlands, made in Canva, drawn in Krita and animated in Photoshop.
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