Share your Battle - Deeplurker (1)

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First attempt at the Deeplurker share your battle challenge.



Card Background Information

EditionCHAOS LEGION
RarityCommon
ElementWater
AttackMelee
AbilitiesOpportunity/ Poison(lv6)/ Demoralize(lv10)

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SymbolEffect
Monsters with the Opportunity ability may attack from any position and will target the enemy Monster with the lowest health
Attacks have a chance to apply poison, which does automatic damage to the target at the beginning of each round after the poison is applied
Reduces the Melee attack of all enemy Monsters by 1

Card level & stats


Good card levels to get Level 4 for the extra 1 damage, helps a lot at this level works in sliver, plus gains extra 1 health at level 3.

Pros & Cons

Pros:

  • High damage and health at level 1 at 3 damage and 6 health
  • Has Opportunity ability, useable if not in first slot of team
  • is a common card so easier to get copies of it for levels

Cons:

  • high cost for card at 6 mana might not work in low mana battles
  • low speed works in reverse speed but increase chance to miss if target has higher speed
  • other abilities come in too late when card is at level 6 or level 10, no use in lower leagues, minimum time when abilities come into play is at gold league
  • no armor so can be one shot killed if hit very hard.

Battle rules

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SymbolRule Effect
image.pngAll Monsters have 2 Armor in addition to their normal Armor stat.
image.pngAll Monsters have the Blast ability.

Total Mana : 38
Usable elements : Water, Life and Death and Dragon

Good units to use with the blast ruleset anything that hits very hard, snipe unit, Opportunity units and sneak units and just nice in this challenge the card Deeplurker has Opportunity with makes it great with blast it will target the weakest unit and normally people place the weakest unit either at the end or sandwiched in the middle which allows blast to do more damage


Team Composition

Position: Summoner

Kelya Frendul was chosen as it my only leveled water summoner along with it very useful abilities with the +1 to speed and armor, allowing my units to take that extra blast damage and making my units attack first due to the increase in speed also helping in dodging attacks.

Position: Main Tank

Diemonshark used as a main tank, its trample effect works well if it manages to get a kill allowing for more damage since every attack will proc blast damage its a shame that its attack value is too low at 2 making it blast damage very low as well at 1 but its speed value is great at 4 after the buff becomes 5 which making it harder for slower units to hit it.


Position: SubTank/Reach Damage

Flying Squid was chosen for the second slot on the team due to high damage at 3 and high health value at 9 and it has the important reach ability allowing it to attack while its at the second place as a melee unit.

Position: Healer

Merdaali Guardian is one of the few tank healers in the water collection so it was chosen as well it can help heal the frontline allowing them to last longer to protect the back line

Position: Range Damage

Axemaster chosen for its double strike and 2 range damage and its high speed value at 4 allowing it to be 5 after the summoner buff, great for first striking with it higher speed and since there is blast it be double 2 splash damage in total for it attacks.

Position: Melee Damage/ Star of Challenge

The star of this challenge, Deeplurker this ruleset fits it well as blast just is a straight up increase to its damage since it gonna target the weakest unit on their team and with it 4 attack at level 4 it's gonna do 2 blast damage to the adjacent units

Position: Sneak Damage/Sneak shield

Uraeus chosen both to the sneak attacker and shield against sneak attack with it 1 armor, due to the blast rule it becomes better at sneak attacking since it can do more damage with every hit to the backline.

Now on to the Battle

Round 1

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They went with a range heavy team its a pain that there is the armor up rule since my team is range and melee damage only maybe I should have went with some magic damage but as seen the diemonshark with its superior speed managed to dodge those attacks against it resulting in lower loss in my team and the deep lurker went for the kill and targeted the lowest health unit they had causing 2 other units to take its blast damage.


Round 2

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this round due to my units having much higher health compared to the opponents team as my subtank and main tank both have high health counts protecting my backrow from harm while their side swapped out their high health subtank for another source of damage but too bad i have units that don't just attack their main tank but their back row as well cleaning up their remaining units as once their main tank falls with out the close combat ability their range units will become useless and can't attack.


Round 3

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This last round is just a clean up round where their team is outnumbered and is wiped out their attacks were mainly focused on my sub tank and luckily I selected a high health subtank else my backline would have been toasted.


Strategy Talk

This team was build under the assumption that they would be melee or range heavy units as if they used magic damage units with snipe ability my backline would have been taking heavy losses since my units only do melee or range damage they would be hitting armor before their health values while magic would bypass the armor value and touch my health straight.

The deeplurker is an very nice card to use with its high damage value and health, I use it in most of my team comps as it does the job well and if there are on taunt units it will target the enemies weakest units.


Thanks for the battle challenge curation team

Link to the Battle: https://splinterlands.com/?p=battle&id=sl_b8fce331ea5262e01663fd1cc674888d&ref=dotz132

Share your Battle - Deeplurker (1) | Ecency