Odd Ones Out: Kelya Frendul is in

This week, I'm sharing my game in Odd Ones Out ruleset using Kelya Frendul. Summoners are not affected by the Odd Ones Out ruleset so we can still use Even mana summoners.

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Ruleset:
Equal Opportunity
Odd Ones Out
Mana Cap: 44
Elements: Fire, Water, Earth, Death

This is an Equal Opportunity ruleset game so All Monsters have the Opportunity ability.
Speed and HP is the trick here: higher speed will let you target enemy's low HP monster first, opening the way for your slower monsters to deal damage to higher HP enemy monsters. Monsters who have two attack types should always be preferred.

This is an Odd Ones Out ruleset game so Only Monsters with odd Mana costs may be used in battles.
There are no special tricks for this ruleset, but having an idea of mana points of a few monsters helps in predicting what your opponent can and cannot use.


You may also watch battle here.
Summoner: Kelya Frendul
Abilities:
All friendly monsters gain +1 speed
All friendly monsters gain +1 armor
Speed helps me attack first to hopefully kill enemy monsters before they do.
Armor is also great to at least block some melee or ranged attack.
Since this is an Equal Opportunity, I was expecting my enemies to choose melee monsters.

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)
I want some predictability so I picked it for Taunt. It's also great to evade attacks, including magic attacks.

Pos 2 Monster: Noa the Just
Abilities:
Rust - Reduces the Armor of all enemy Monsters
In case my opponent get +1 armor summoners, Rust will help my team to immediately go straight to my enemy monsters' health.
I also planned to pick Kulu Mastermind.

Pos 3 Monster: Kulu Mastermind
Abilities:
Weapons Training - Adjacent monsters gain half this Monster's attack if they have no attacks themselves
Opportunity - It may attack from any position and will target the enemy Monster with the lowest health.
Shield - Reduced damage from Melee and Ranged attacks.
Attack damage gets halved (rounded up), except attack 1 which deals 0 damage
Reduces the Thorns damage to 1
I picked Kulu Mastermind to train Noa the Just and Merdaali Guardian deal melee attacks.

Pos 4 Monster: Merdaali Guardian
Abilities:
Tank Heal - Restores a portion of the Monster in the first position's health each round
Restores 1/3 of the max health, rounded up
Aside from being able to heal my Coeurl Lurker, she will also be able to deal melee damage.

Pos 5 Monster: Venari Marksrat
Abilities:
Martyr - When this Monster dies, adjacent Monsters get +1 to all stats

Pos 6 Monster: River Hellondale
Abilities:
Resurrect - When a friendly Monster dies it is brought back to life with 1 Health. This ability can only trigger once per battle
Inspire - Gives all friendly Monsters +1 Melee attack.
She will help my team deal more damage per round with Inspire. It works well with Kulu Mastermind.

Can't wait to see them in action? Let's watch the game.
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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