The Zapp effect - Getting your team in Rage. (Plus - win a SPS Delegation)
So, there I was, with an interesting combination of rulesets – Cripple, Holy Protection and Enrage. Enrage is awesome for melee-monsters, making them faster as soon as they have 1 LP down. But Cripple reduces the probability of Enrage, since it also reduces the max health – and Enrage only works if the LP are lower than the max health. Also, if you get hit with Holy Protection, you don't get damaged, but you do get crippled. But guess what doesn’t cripple your units and enrages them like spilled beer? Zapping them.
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So I set my team up to get seriously electrified. The Halfling as a starter. Noa as second to reduce the armor of the enemy, and he’ll be kind of “un-hitable” when enraged, with 11 speed. The Kulu Mastermind gives Noa some serious damage as well, but also deals it itself. The Marksrat to get electrified and give bonus to the Kulu and the Deeplurker, the 5th position. And then, finally, the hero of the strategy – the epic-reward card Shock Trooper. High damage to begin with, but also deals one non-crippling damage to each of my cards at the beginning of round 2 and each following round.
Risky? Yes!
The enemy went for some really cool cards as well – but did not concentrate their damage. Diemonshark with trample is a ferocious monster when enraged. Fiend as a decoy, okay. Another decoy for snipe monsters, and then two ranged attack monsters, boosted by the summoner. At the end the Opportunity monster. In total, the enemy had 3 targets with only 5 monsters – Diemonshark and Swimmhunter attack the tank. The Ranger has snipe, and the Ogre opportunity.
So let’s get into the battle. Round 1 is normal. Decoys get destroyed, the Holy Protection nulls most of the damages. Not much to tell.
Round 2 – here comes the Shock-Therapy. All my units get into rage – and additionally, the crippled Marksrat dies by friendly zapping and boosts the Mastermind and the Deeplurker. Just look at that damage count due to enrage. Noa 5, Mastermind 8, Deeplurker 6.
Due to raging speed, I’m to attack first. Noa breaks the Diemonsharks armor, and cripples it – bringing it down to 3 health, target for the opportunistic Mastermind. The Shock Trooper only hits the Holy Protection of Igor, but at least cripples it – easy meal for the Deeplurker.
Due to the Troopers superior speed, the ranger misses the first attack, and the second gets only to the holy protection – yes, it stays in place event and does not stop zapping. What it does though is cripple the Trooper, voiding it’s rage. Not that it mattered, just for further strategy.
The Ogre tries to hit Noa, but 2 speed against 11 speed? Yeah, I don’t think so.
Round 3 starts with another electroshock therapy, and taking out the two ranged without any problems. The ogre misses, what else is there to do? At this point, the biggest threat to my team is actually the shock trooper.
And so the game ends at the beginning of Round 4. Noa even survives with 1 LP after being zapped – it’s the only damage it took, beside one cripple.
So, this is the perfect combination of Rules to use the Shock Trooper – Cripple for all, Holy protection and Enrage. Each of these rules favor the use of the Trooper.
What is your favorite combination for the Shock Trooper?
How would you approach this trifecta of rules?
Best comment answering those two questions gets a 500 SPS delegation for one week :-)
Thank you very much for reading, I hope you enjoyed it at least as much as I enjoyed writing :-D If you have any comments or feedback - please let me know! And don't forget to leave your own posts for me to curate. Thank you very much!
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Thank you!
A good battle although a little easy
Correct! It's just a showcase for the strategy :-) A more concentrated attack from the enemy would've caused me more trouble, but I think the strategy would've worked.
Thanks for sharing! - @mango-juice
Thank you!