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This week, I'm sharing my game in Favorite Strategy using Coeurl Lurker.
This strategy centers around Coeurl Lurker who utilizes these abilities Taunt, Dodge and Phase.
You just need to pair it with monsters that have Swiftness, Slow and Blind abilities and you have an almost untouchable lineup.
Since you only need his 3 abilities to execute this strategy, this is effective starting from level 3 (Gold tier).
It's not effective in low mana games and reverse speed, since you are relying on speed difference and blind for more evasion chances.
Here's a sample of me using this strategy.
Ruleset:
Armored Up
Heavy Hitters
FiveAlive
Mana Cap: 58
Elements: Fire,Earth,Dragon
This is a Armored Up ruleset game so All Monsters have 2 Armor in addition to their normal Armor stat.
Use magic attacks, but the opponent will do the same, so focus on HP. Is countered by Rust or Wizard of Eastwood's summoner ability.
This is a Heavy Hitters ruleset game so All Monsters have the Knock Out ability.
Use a monster with Stun ability. There is a 50% chance that your monster with Stun will be able to stun enemy monsters, but if successful, all your monsters will deal double damage to that stunned opponent.
This is a Fivealive ruleset game so Up to five Units can be used.
You may also watch battle here.
Summoner: Conqueror Jacek
Abilities:
All friendly monsters gain +2 speed
All friendly monsters gain Scattershot ability
All friendly monsters gain Piercing ability
Pos 1 Monster: Coeurl Lurker
Abilities:
Taunt - All enemy Monsters target this Monster (if they are able to)
Dodge - Has an increased chance of evading Melee or Ranged attacks.
+25% Dodge vs melee/ranged
Phase - Magic attack can miss this Monster (using the same hit/miss calculation as for Melee and Ranged attacks)
Thorns - When hit with a Melee attack, does damage back to the attacker
Has an upper cap of 2
Pos 2 Monster: Djinn Inferni
Abilities:
Giant Killer - Does double damage against targets that cost 10 or more mana
Stun - When a Monster with Stun hits a target, it has a chance to stun the target causing it to skip its next turn.
50% chance of activation
Pos 3 Monster: Sorriel the Bale
Abilities:
Double Strike - It attacks twice each round.
Blind - All enemy Melee & Ranged attacks have an increased +15% chance of missing their target.
Rust - Reduces the Armor of all enemy Monsters
Pos 4 Monster: Countess Sinash
Abilities:
Opportunity - It may attack from any position and will target the enemy Monster with the lowest health.
Camouflage - This Monster cannot be targeted for attacks unless it's in the first position
Swiftness - It gives all friendly Monsters +1 increased Speed.
Affliction - When a Monster with Affliction hits a target, it has a chance of applying Affliction on the target causing it to be unable to be healed.
50% chance of applying Affliction on the target
Blast - Does additional damage to Monsters adjacent to the target Monster
Additional damage is equivalent to main damage divided by 2, rounded up
Pos 5 Monster: Supply Runner
Abilities:
Swiftness - It gives all friendly Monsters +1 increased Speed.
Strengthen - All friendly Monsters have increased Health
Now that Rebellion edition is here, do you think there's a stronger line up in this Game Modification? Comment down below.
You may also watch battle here.
Hope you learned something from my game and how I came up with this lineup.
What would you have done differently given the same ruleset, mana cap and active elements? Let us know by dropping a comment.
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