Share your Battle - Chaos Knight (2)

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Second attempt at the Chaos Knight share your battle challenge but using it with a dragon summoner to take advantage of its shield ability.



Card Background Information

EditionCHAOS LEGION
RarityCommon
ElementLife
AttackMelee
AbilitiesShield/ Giant Killer(lv5)/inspire(lv10)
SymbolEffect
image.pngReduced damage from Melee and Ranged attacks (attack damage is halved and rounded up except 1 damage which becomes zero)
image.pngDoes double damage against targets that cost 10 or more mana
image.pngGives all friendly Monsters +1 Melee attack

Rulesets

SymbolEffectChaos knight?
image.pngNo modifications to the standard gameplay rules and mechanics.well it will work since there is no change
image.pngMelee and Ranged attacks always hit their target.Makes attacks not miss even if they have the dodge ability or flying or have higher speeds
image.pngAll Monsters have 2 Armor in addition to their normal Armor stat.Gains more armor allowing it to live longer
image.pngMonsters lose all abilities.loses its shield ability making it not very worth to use as its hp and armor values are quite low
image.pngRanged attack Monsters may not be used in battles.Not affected due to being a melee attacker
image.pngRanged attacks may be used in the first position in battles.Not affected due to being a melee attacker
image.pngNon-flying Monsters take 2 Melee damage at the end of each round.not a flying unit so it will take 2 hp damage per turn but it has shield which will reduce the damage to 1 per turn making it quite decent to use in earthquake matches
image.pngAll Monsters have the Opportunity ability.allows it to attack even if its not infront this ruleset is a buff
image.pngThe initial Health of all Monsters is equal to that of the Monster on either team with the highest base Health.more hp does not hurt as long as the attackers are all range and melee units
image.pngOnly Monsters with even Mana costs may be used in battles.can be used due to being an even number at 6 mana
image.pngAll Monsters have the Blast ability.free extra 1 damage for attacks
image.pngMonsters lose the Sneak and Snipe abilities.not affected so no change to usage
image.pngAll healing abilities are removed from Monsters and Summoners.removes its healing ability, not affected as it does not have any heals
image.pngAll Monsters have the Knock Out ability.Works if paired with a monster with stun ability
image.pngAll Monsters have the Divine Shield ability.allow it to take 1 free hit
image.pngMonsters with Melee attack may not be used in battles.cannot be used as its a melee attacker
image.pngOnly Monsters & Summoners that cost 4 Mana or less may be used in battles.Can't be used due to costing 6 mana
image.pngLegendary Monsters may not be used in battles.Not affected since its a common monster
image.pngMonsters with Magic attack may not be used in battles.not affected as its a melee attacker
image.pngMelee attack Monsters can attack from any position.allows it to attack from any position which is great
image.pngAll Monsters start the battle Poisonednot very good, will last 2 turns at level 1 not very good to use since it dies too fast if the opponent's team has magic attackers
image.pngOnly Monsters with odd Mana costs may be used in battles.not useable due to having an even mana cost
image.pngMonsters with the lowest Speed attack first and have the highest chance of evading attacks.speed is in the middle so not bad and not good
image.pngOnly Common and Rare Monsters may be used in battles.no problems as its a common monster
image.pngSummoners do not give any stat buffs or debuffs or grant/use any abilities.Not affected by the effect as it only affects summoners
image.pngAll Monsters have the Enrage ability.Will only gain more speed and damage when damaged
image.pngThe Trample ability can trigger multiple times per attack if the trampled Monster is killed.gives trample ability to it so has a chance to attack again
image.pngAll Melee attack Monsters have the Sneak ability.gains sneak so if you use it as a sneak shield it can still attack
image.pngNeutral Monsters may not be used in battles.Not affected as its a life monster
image.pngAll Ranged and Magic attack Monsters have the Snipe ability.not affected as its a melee attacker
image.pngMonsters do not have any armor and do not get armor from Abilities or Summoner Buffs.makes it weaker less useful
image.pngOnly Monsters with Melee attack may be used in battles.can be used as its a melee attacker
image.pngMagic attacks hit Armor before reducing Health.great counters its low hp problem since armor now is being hit first allowing it to live longer

Battle rules

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SymbolRule Effect
image.pngMonsters lose the Sneak and Snipe abilities.


Total Mana : 26
Usable elements : Life and Dragon


Team Composition

Position: Summoner

Quix the Devious was chosen as the available elements to use are just life and dragon and that life favors range damage units so I was betting on the chance they would run a range heavy deck. with the ability to reduce range damage and speed by 1 and if its a range unit with the chaos knight shield ability if they only deal 1 range damage the damage would be negated

Position: Star of Challenge/ Main Tank

Used with Quix the devious to get try to negate range damage to become a better main tank plus has a decent melee damage value and an average speed value.

Position: Subtank/Filler

Gargoya Scrapper used due to the lack of mana, has void so it can take 1 extra hit against magic units and ignore magic damage values of 1 used to make up for the weaknesses of the chaos knight which suffers to magic units


Position: Opportunist/ Melee damage

can't go wrong with Celestial Harpy with its low cost of 2 mana and 2 damage and has flying which allows it to dodge attacks from range and melee with bonus 25% chance

Position: Debuffer/filler

is low in cost, cost only 1 mana and has a nice affect that reduces the enemy's team speed by 1 stacks with Quix the devious summoner skill that reduces speed by 1 for a total of 2 speed taken away.

Position: healer

Venari Crystalsmith, its a no brainer in most lineups as its one of the few healers, having a unit that can heal is very good in most lineup unless the rule set denies healing plus is a range attacker so it can attack from the back

Position: Main Range Damage

last but not least, Prismologist with its 3 range damage and blast for extra effect its the main damage dealer of the team since effectively it does 5 damage with every attack 3 to the front unit and 2 to the unit behind it

Now on to the Battle

Round 1

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they went with an armor repairer and healer in their line up and as expected their speed was reduced by 2, they are also using a tank with shield which would reduce the damage that I do but the backline is not protected from my blast damage.

as their range damage was reduced it allowed my chaos knight to actually survive else I would have been melted


Round 2

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Prismologist blast is so good in this match helping by clearing their back row while vernari crystalsmith is healing the chaos knight allowing it to survive and tank for longer and Celestial Harpy is helping by cleaning up those lose hp units in the back.


Round 3

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their damage is constantly being reduced and their support units are almost all gone leaving behind a single healer and once their main tank fall the game is more or less over


Round 4 and beyond

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with blast killing both the main tank and the unit behind it forcing the remaining range unit to the front it brought the match to a close since the last unit on their team was a range unit without close combat which made it useless once it reached the front row allowing for my team to do a easy cleanup.


Strategy Talk

The combination of the shield with the damage reduction and healing made my chaos knight the mvp as if there was no healing and damage reduction my chaos knight would have fallen much earlier and my back line would have been melted.

if the opponent had one more damage dealer i think the match would have went differently as chaos knight does not have much hp and the heal should only heal like a single point of hp.

if they had used blast i would have also lost most of my back row or had used units with sneak to take out my damage from the back.

all in all chaos knight is a decent card to use but most matches i would favor other tanks as they have more health to withstand magic damage or just pick more low mana tanks such as the pelacor conjurer which at higher levels has magic reflect and only cost 2 mana and the rest of the mana can go towards a higher damage team.


Thanks for the battle challenge curation team
Cant wait for next week's battle challenge

Link to the Battle: https://splinterlands.com?p=battle&id=sl_fc7836348f7e373c4f44e64b91e3a300&ref=dotz132

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